Spotlight小组最佳做法:项目设置

On the Spotlight Team, we work with the most ambitious Unity developers to try to push the boundary of what a Unity game can be. We see all sorts of innovative and brilliant solutions for complex graphics, performance, and design problems. We also see the same set of issues and solutions coming up again and again.

在Spotlight小组中,我们与雄心勃勃的Unity开发人员一起努力扩大Unity游戏的界限。 对于复杂的图形,性能和设计问题,我们看到了各种各样的创新和出色的解决方案。 我们还会看到同样的问题和解决方案不断出现。

This blog series looks at some of the most frequent problems we encounter while working with our clients. These are lessons hard won by the teams we have worked with, and we are proud to be able to share their wisdom with all our users.

本博客系列介绍了与客户合作时遇到的一些最常见的问题。 这些是我们与之合作的团队所赢得的经验教训,我们为能够与所有用户分享他们的智慧而感到自豪。

Many of these problems only become obvious once you are working on a console or a phone, or are dealing with huge amounts of game content. If you take these lessons into consideration earlier in the development cycle, you can make your life easier and your game much more ambitious.

这些问题中的许多问题只有在您使用控制台或电话或处理大量游戏内容时才会变得明显。 如果您在开发周期的早期就考虑了这些教训,则可以使您的生活更轻松,游戏也更具野心。

资料夹结构 (Folder structure)

Before you add your first camera, map out your first town, or even get a cube spinning, take a moment to think about the folder structure of your project. While the project view does a very admirable job of making your game data easily searchable, searching isn’t always practical. Ideally, you want a folder structure that guides your teammates to the correct place even when they have no idea what to search for.

在添加第一台摄像机,绘制第一个城镇的地图,甚至旋转立方体之前,请花点时间考虑一下项目的文件夹结构。 尽管项目视图在使您的游戏数据易于搜索方面做得非常令人钦佩,但是搜索并不总是可行的。 理想情况下,您需要一个文件夹结构,即使您的队友不知道要搜索什么内容,也可以将其引导到正确的位置。

There are lots of ways to do this, and I will give some examples of things we have seen work well. But, really, use whatever works for you. If your project layout has good answers for the following questions, it is probably a pretty good layout.

有很多方法可以做到这一点,我将举例说明我们看到的效果很好的事情。 但是,实际上,请使用对您有用的任何东西。 如果您的项目布局对以下问题有很好的答案,则可能是一个很好的布局。

    Some examples:

    一些例子:

    Floating folders

    浮动文件夹

    • Prepend all folder names for your own assets with an _.

      在您自己的资产的所有文件夹名称前添加_。

      Divide and conquer

      分而治之

        Per-discipline top level folders

        每个学科的顶级文件夹

          与资产商店配套 (Living with Asset Store packages)

          For larger teams with longer projects it is very easy to have assets from the Asset Store start to bloat a project. The brilliant developers who put tools up on the Asset Store try very hard to make their tools easy to learn. This often means including large tutorial and sample projects with the assets to support them.

          对于具有较长项目的较大团队,资产库中的资产开始膨胀项目非常容易。 出色的开发人员在Asset Store上放置了工具,他们努力使工具易于学习。 这通常意味着包括大型的教程和示例项目,以及支持它们的资产。

          The easiest way to handle Asset Store bloat that we have found, is to avoid importing large asset store packages directly into your project. Rather, import your large packages into a new project. You can then delete any heavy content you don’t need before moving what you need over to your project. You can clean up any assets you don’t need, organize the asset package how you would like it, and then package this up in a new package using the “Assets->Export Package…” dialog.

          我们发现处理资产商店膨胀的最简单方法是避免将大型资产商店软件包直接导入您的项目。 而是将大型软件包导入到新项目中。 然后,您可以删除不需要的任何繁重内容,然后再将所需内容移到项目中。 您可以清理不需要的任何资产,按照自己的意愿组织资产包,然后使用“资产->出口包…”对话框将其打包为新包。

          Make sure that you check both the original version and your modified version into whatever source control you use, just in case you need to later update your Asset Store purchase or if anything goes wrong.

          确保将原始版本和修改后的版本都检查到所使用的任何源代码管理中,以防万一您日后需要更新您的Asset Store购买或出现任何问题时使用。

          Unity版本 (Unity Versions)

          If you use external source control — git, hg, perforce, etc. — I strongly recommend adding the version of Unity you use. Ideally, every branch of your game contains the project folder and, next to it, the version of Unity used to work on that project. As your team grows this will streamline onboarding, ease the Unity upgrade process, and make me very happy if you ever end up working with the Spotlight Team.

          如果您使用外部源代码管理-git,hg,perforce等-我强烈建议添加您使用的Unity版本。 理想情况下,游戏的每个分支都包含项目文件夹,并在其旁边包含用于该项目的Unity版本。 随着您团队的成长,这将简化入门流程,简化Unity升级过程,并且如果您最终与Spotlight团队合作,会让我感到非常高兴。

          初始项目设置 (Initial Project Settings)

          There are quite a few project settings that are easy to overlook when you are just starting up a new project. Tucked away in their own menu, generally far from whatever problem you are trying to solve, it is very easy to forget all about the myriad controls we give over your project. So, here is a quick lightning bonus round of the most commonly overlooked settings, in menu order.

          在启动新项目时,有很多项目设置很容易忽略。 隐藏在自己的菜单中,通常与您要解决的任何问题都相去甚远,很容易忘记我们为项目提供的无数控件的所有信息。 因此,这是按菜单顺序排列的最常被忽略的设置的快速闪电奖金回合。

          Audio

          音讯

            Time

            时间

              Player

              播放器

              • Other Settings -> Rendering

                其他设置->渲染

                Physics

                物理

                  Quality

                  质量

                  • Anti Aliasing – If you intend to use an anti aliasing solution from the Asset Store, or any of the ones included in our post processing stack, you will want to disable the default multi sampling anti aliasing.

                    抗锯齿–如果您打算使用Asset Store中的抗锯齿解决方案,或者使用我们后期处理堆栈中包含的任何解决方案,则需要禁用默认的多采样抗锯齿。

                  Editor

                  编辑

                    If your plan is to grow your game into something truly ambitious, taking a moment to set up your project correctly from the word go will save you a ton of time down the road. Our next blog will be a little bit different. We will be sharing several small editor tools written in-house that will hopefully improve your productivity and show you how to customize Unity yourself.

                    如果您打算将您的游戏发展成一个真正的野心,那么花点时间用go一词正确地设置您的项目将为您节省大量的时间。 我们的下一个博客将有所不同。 我们将分享一些内部编写的小型编辑器工具,这些工具有望提高您的生产率并向您展示如何自定义Unity。

                    翻译自: https://blogs.unity3d.com/2017/08/10/spotlight-team-best-practices-project-setup/

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