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43 votes
Accepted

For a custom game engines, what should I do if my core data is malformed or missing?

Log an error and gracefully exit. Ideally, display a human readable error on screen as well. There should be a core pipeline of hard coded functionality that operates without these data files. It's ...
House's user avatar
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36 votes
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Why are extra assets left in the final game?

Major games use something called a build pipeline. This is like another set of tools that handles building the game content for all the different distributions. Multi-platform games like No Man's sky ...
Uri Popov's user avatar
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25 votes
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How to attribute authors of assets for my indie game

The CC-BY license requires that you credit the author of the work, not the platform that conveyed it. So yes, when you take lots of assets from lots of different creators, you must credit each of them ...
Philipp's user avatar
  • 119k
12 votes

For a custom game engines, what should I do if my core data is malformed or missing?

Byte56 mentioned one option. There is at least one other: Assume default values and display a Warning. Depending on the nature of your data, it might be perfectly acceptable to assume some default ...
Octopus's user avatar
  • 279
9 votes
Accepted

"Industry Standard" JSON formats for game assets

I am Andreas Loew - creator of TexturePacker and PhysicsEditor. We define the export formats for our tools depending on the needs of the framework developers - in most cases we simply adapt to ...
Andreas Löw's user avatar
9 votes

Why are extra assets left in the final game?

What's missing in the other answers is that this has nothing to do with games. It affects all applications. There are always files, and code that isn't going to be used in any reasonably complex ...
Peter's user avatar
  • 9,965
7 votes

Why are extra assets left in the final game?

Adding to/ehancing Uri Popov's answer: Programs may install updates packages that contain new, improved versions of existing asset files and an update to the program itself. For my part, I do not ...
Stormwind's user avatar
  • 1,063
7 votes
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Stretching limited graphic assets in a loot based game

When you want to get the most variation out of a small collection of assets, combinatorics can be a major ally. Let's say we have the budget for 15 art assets to put toward our swords. We could get ...
DMGregory's user avatar
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7 votes
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Do I have to credit the author of a free asset from the asset store?

I'm assuming that by "free asset", you mean an asset available on the unity Asset Store that is shown when filtering by "free" (resulting in something like this). Maybe. It will depend on the asset. ...
Vaillancourt's user avatar
  • 16.3k
6 votes

Using .svg in Unity

Well, normally you would just produce 1 graphic at the highest resolution you will be publishing to. Then you would use the Unity tools for setting mip-map levels. You would then modify settings like '...
dval's user avatar
  • 426
6 votes

For a custom game engines, what should I do if my core data is malformed or missing?

It depends on whether this happens during development or release. During development, you will have all kinds missing things, errors, and mess-ups, constantly, all the time, and you may even want to &...
Damon's user avatar
  • 1,384
6 votes

How to import assets to Unity3d Build on runtime

TL;DR - Quick and Easy Here is a free unity asset store package that claims to do exactly what you need. I haven't personally tried it, but it (or another like it) might solve the issue you are ...
hsmith's user avatar
  • 61
5 votes
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How do you compute the tangent space vectors with normals given in the mesh?

Summarizing the clarifications above as an answer: There are multiple ways to generate tangent spaces for a mesh, and not all of them agree on the result. This is a common source of rendering errors ...
DMGregory's user avatar
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5 votes
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Do "procedurally generated" skyboxes on the Unity Asset Store use machine learning trained on existing images?

"Procedural generation" is a broad umbrella that can include any technique that produces content through an algorithmic procedure. There's no hard rule that says that cannot include machine ...
DMGregory's user avatar
  • 134k
4 votes

How to design an AssetManager?

What I like to do for assets is to set up a lump manager. Inspired by the Doom engine, lumps are pieces of data that contain assets, stored in a lump file that declares lumps' names, lengths, type (...
Marcus Cramer's user avatar
4 votes
Accepted

Can I use Paragon assets store assets in other Engines besides Unreal?

I should have read the description on the assets Licensed for use only with UE4 based products. Includes the character model, animations and skins Other assets that Unreal didn't make themselves are ...
user3797758's user avatar
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4 votes

How can you tell if what you're buying is legal?

As always with questions like this, let me start out by saying that I am not a lawyer, and if you want more professional advice, seek out a legal practitioner to help you with your specific issue. ...
Peethor's user avatar
  • 935
4 votes

How to attribute authors of assets for my indie game

Exact terms will vary depending on the particular variant of CC license involved. Generally speaking, you will need to include, for each individual asset: a copyright statement; and a link to the ...
nqu's user avatar
  • 76
4 votes
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Why does my 2D + 2.5D implementation look weird?

The problem is the perspective mismatch between the character and the environment. It is very obvious that they are seen at different angles, which confuses the spatial perception of the viewer. What ...
Philipp's user avatar
  • 119k
4 votes

Why does my 2D + 2.5D implementation look weird?

Firstly, don't rip graphics or IP in general from other games. Even doing this as filler can be problematic as you're going to need to go back through your game later on & check your content to ...
Pikalek's user avatar
  • 12.2k
3 votes

RAM usage unusually high, but CPU usage relatively low

The Android memory profilers that comes with the Android Developer Tools will allow you to figure out what is consuming your memory. It comes in three parts; Memory Monitor (this is used to find ...
bornander's user avatar
  • 4,461
3 votes
Accepted

How to use Resources.Load with an AudioClip in Unity?

Resources.Load() requires that you have a Resources directory as a chils of the Assets ...
Leggy7's user avatar
  • 1,454
3 votes

Why are extra assets left in the final game?

Why do game developers leave old and unused files in the final game? Surely this just takes up extra space on a disc and means more data has to be downloaded if you download the game? Also,...
NoDataDumpNoContribution's user avatar
3 votes

How do you retrieve assets that have been stored by UUID?

One way of doing this is to just have a const unsigned int TEXTURE_MARIO which stores the UUID, this can be generated either at load or at compile time. That way ...
Elva's user avatar
  • 3,223
3 votes
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Separating Assets in Unity

Easy indeed - you are looking for Asset Bundles, which you can read about here: https://unity3d.com/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager In pre-2017 versions, you ...
Jesse Williams's user avatar
3 votes
Accepted

Unity Build not working because resources.assets is over 10GB in size.

Check your Build Report: When you have finished your build in Unity go to Console > Open Editor Log. Search the document on Build Report You'll see a nice overview (in percentage) of data usage ...
runningfrmyellow's user avatar
3 votes
Accepted

How can the player select his weapon among many?

If you don't want to attach 100 weapon child-objects to your PlayerCharacter game object, then you could have a "Weapon Manager" behaviour in the scene which holds an array of prefabs with every ...
Philipp's user avatar
  • 119k

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