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2 yıl önce | |
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| .. | ||
| dolphin | 2 yıl önce | |
| icons | 2 yıl önce | |
| protobuf @ 6460660237 | 3 yıl önce | |
| resources | 2 yıl önce | |
| slideshow | 2 yıl önce | |
| unit_tests | 2 yıl önce | |
| .gitignore | 3 yıl önce | |
| ReadMe.md | 3 yıl önce | |
| SConscript | 2 yıl önce | |
./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
NAME_VARIANT_SIZE
NAME - mandatory - Asset name in CamelCase. [A-Za-z0-9], special symbols not allowedVARIANT - optional - icon variant: can relate to state or rendering conditions. Examples: active, inactive, inverted.SIZE - mandatory - size in px. Example square 10, 20, 24, etc. Example rectangular: 10x8, 19x5, etc.Image names will be automatically prefixed with I_, animation names with A_.
Icons and Animations will be gathered into icon.h and icon.c.
Rules are same as for Images and Animations plus assets are grouped by level and level prepends NAME.
Good starting point: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/
Don't include assets that you are not using, compiler is not going to strip unused assets.
compiled - Output folder made for compiled assets, after building project, in build directory.dolphin - Dolphin game assets sources. Goes to compiled and resources folders in build directory.icons - Icons sources. Goes to compiled folder in build directory.protobuf - Protobuf sources. Goes to compiled folder in build directory.resources - Assets that is going to be provisioned to SD card.slideshow - One-time slideshows for desktopunit_tests - Some pre-defined signals for testing purposes.