Going Home Style Guide
Contents
Asset Naming/Filetypes: 2
Universal Rules: 2
Folders: 2
Code: 2
Art Assets: 2
Textures: 3
File Structure: 4
Assets: 4
Scripts: 4
Models: 4
Notes: 4
Notes before starting to read.
Examples will be contained inside apostrophes to clearly denote what is being referred to.
Example: ‘This is an example’
Asset Naming
Universal:
– No_spaces_ever, If you feel the need to use a space use underscores ‘_’
– When in doubt use Pascal Case, Written by capitalising the first letter of each word in a name, and not using any spaces.
Pascal case example: ‘PascalCase’
Folders:
– Try to contain one file type (or very similar filetype) per folder.
Group files on context.
Example: USE ‘Textures/PineTreeTall/Materials’ DO NOT USE ‘Textures/Materials/PineTreeTall’
– Be descriptive and specific.
Example: USE ‘PineTreeTall’ DO NOT USE ‘Tree03’
Code:
– Use pascal case for public Variables.
– Use specific variable names
Example: USE ‘RotationSpeed’ DO NOT USE ‘Speed2’ OR ‘Rspeed’
Art Assets:
Models
– Use FBX File type. (Compatible with substance, and is smaller for the build.)
– Use description to differentiate between assets. Use the asset type before the description. While this isn’t correct English it’s more useful when searching.
Example: USE ‘PineTreeTall’ DO NOT USE ‘TallPineTree’
Textures:
– We are using the Metallic Roughness Unity Standard Shader.
– Use an additive suffix, meaning if a map has two different sets of information in it add both suffixes to the end of the filename.
Example: Use ‘TallPineTree_MT_S’ to denote a Metallic and Smoothness map.
Suffix List:
_AL : Albedo
_S : Smoothness
_MT : Metallic
_AO : Ambient Occlusion
_H : Height
_N : Normal
_EM : Emission
_DM : Detail Mask
File Structure
These structures are just abase to be expanded upon.
Root
+—Assets
+—Build
\— Tools – If we decide to use any Unity add-ons etc.
Assets
+—Art
| +—Models
| +—Sound
| +—UI
| +—Materials
+—Code
| +—Shaders
| +—Core – Contains key scripts or parent scripts.
+—Prefabs
| +—Environment
| +—NPC
| +—Player – Contains camera as well as the player
+—Resources
| +—XML*- Dialogue files, not sure of the name.
+—Scenes
Materials
+—Environment
+—Character
Core
+—Environment
+—Player
+—NPC
+—Tools – pickups etc.
Notes:
If you think this list needs expanding to include more style definition let the team know, don’t just make up standards!