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Documenting the dark corners of the Unity Engine.

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metafiles [2021/06/21 21:50]
146.60.10.142 changed title
metafiles [2021/06/21 23:13] (current)
146.0.122.197 header formatting
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-== Meta Files ==+====== Meta Files ======
  
 Unity uses .meta files for each asset you add to a project. These contain a GUID (unique identifier) and additional information about _how_ an asset should be imported, e.g. max texture size, compression settings, ... everything you change in the importer. All the information required to reconstruct the Library representation of an asset is stored in the meta file. Unity uses .meta files for each asset you add to a project. These contain a GUID (unique identifier) and additional information about _how_ an asset should be imported, e.g. max texture size, compression settings, ... everything you change in the importer. All the information required to reconstruct the Library representation of an asset is stored in the meta file.
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 // //
  
-== Swapping out a PNG file for a PSD ==+===== Swapping out a PNG file for a PSD =====
 // or: how to replace a file without having to rewire everything // // or: how to replace a file without having to rewire everything //
  
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 This also works for e.g. swapping out an OBJ file with a matching FBX, etc. This also works for e.g. swapping out an OBJ file with a matching FBX, etc.
  
-== Swapping out a Prefab with another one ==+===== Swapping out a Prefab with another one =====
  
 This is a bit more involved and will only work in specific cases. This is a bit more involved and will only work in specific cases.
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-== Swapping out High-Quality and Low-Quality Versions of an Asset ==+===== Swapping out High-Quality and Low-Quality Versions of an Asset =====
  
 // or: a real-world example why you would even want to do the above: // or: a real-world example why you would even want to do the above:
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 You can switch out all your high-resolution project assets for low-resolution project assets. You can switch out all your high-resolution project assets for low-resolution project assets.
  
-=== Example: Swapping Desktop-quality assets with 100.000 vertices ↔ Mobile-quality assets with 5.000 vertices. ===+==== Example: Swapping Desktop-quality assets with 100.000 vertices ↔ Mobile-quality assets with 5.000 vertices. ====
 Note that these can have different meshes, different textures, ... all that matters is that they're "dumb", that is, are only placed in a scene and not have further overrides / modifications / links. Note that these can have different meshes, different textures, ... all that matters is that they're "dumb", that is, are only placed in a scene and not have further overrides / modifications / links.
  
  
 A good way to do the above is to have two Packages, // com.me.high-quality // and // com.me.low-quality // that contain // the same prefab interfaces // and otherwise all the meshes/textures required. A good way to do the above is to have two Packages, // com.me.high-quality // and // com.me.low-quality // that contain // the same prefab interfaces // and otherwise all the meshes/textures required.
metafiles.1624312242.txt.gz · Last modified: 2021/06/21 21:50 by 146.60.10.142