Posts Tagged ‘Assets’

13
Dec

So how do teams work on a big Unity3D project?

Unity3D is great for indie developers. We have yet to build a large Unity project, but we’ve built a couple of small projects so far but during this process we did see Unity3D from the ugly side. It seems that the engine can do some things blazingly fast and easy but some other ones were clearly neglected during development. But that’s another post.

So, I’ve tried to find out how big teams work on large Unity projects if even we are struggling. But no luck.

Ones were mumbling about source control, separating control over scenes editing etc. That’s kind of obvious and shows that those people don’t have any experience at all.

But recently I watched all the videos from Unite 11 conference. I really wish I could visit it and talk to Unity gurus. But anyway, here are the videos I found useful. Videos where speakers share their experience on working in Unity3D as a team. The information which is practical and useful:

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15
Jun

Importing assets

Separating graphical/sound assets and actual logic is a very good practice. It allows to avoid a lot of problems. For some time I’ve been using compiled SWFs with ActionScript skin classes embeding symbols from that SWF using [Embed] meta tag. But recently I came across much better solution using SWC.

So the algorithm is the following:

  1. Create a new AS project in Flex Builder.
  2. Create a new FLA at ‘assets/assets.fla’.
  3. In Publish Settings of that FLA set ‘Export SWC’ checkbox.
  4. Create and export assets via ‘linkage properties’ as something like ‘assets.MySymbol’.
  5. Publish SWC.
  6. In Flex Builder add this SWC at Project -> Properties-> ActionScript Build Path -> Library Path -> Add SWC.
  7. Now in Flex Builder we can import and use assets.MySymbol and IDE knows about it and its type.

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