I have noticed in the past few team projects I’ve been involved in that there has been some confusion and misunderstanding about how Unity “should be used”. To be honest, I still don’t know for sure myself. I read a question in unity answers a while ago that addressed one issue, and it was about how you’d manage prefabs and graphics content updates. I guess it sparked to my mind the idea that I still don’t know what the heck I’m doing. I guess this mainly stems from the fact I mainly ever do coding so I don’t know in detail how assets are handled by Unity, from the “team pipeline” point of view. So then I guess there must also be other gotchas with team project planning and execution, and I’d like to get your favorite opinions about what you think improves a project.
I’m thinking about things like (but not limited to):
- Do you apply guidelines for artists to follow a strict naming convention?
- Do you apply guidelines for handling prefabs so assets are easily updated?
- Do you apply guidelines for file structure?
- Do you apply guidelines for material use?
- Do you apply guidelines in general to your project?
- Do you… (anything else related)?
I also have one immediate question related to all this. Since I’m on yet another project and I know that artists will author levels in their favorite 3d editor, how can we ensure that we can keep level-specific triggers etc without losing the clarity and easiness that unity offers with components? We also must allow content to change without breaking existing functionality. Would you name objects in a certain manner (to apply scripts during load) or would you just make prefabs and build the level in Unity with all those prefabs? Or are there other approaches?
Note - this is for a team project. Not a solo project. So naturally we are most interested about team guidelines. However if you feel you have a general guideline that should work regardless if it’s a team or solo project then feel free to post.
Thanks for taking your time to read this.