Merge pull request 'add setup game asset structurre' (#77) from add-setup-game-asset-structure into develop
Reviewed-on: #77
@ -3,5 +3,365 @@ sidebar_position: 1
|
||||
---
|
||||
|
||||
# Default Asset Structure
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
| | Core Asset | Game Asset |
|
||||
| :--: | :---------- | :---------- |
|
||||
|<img width="400"/> | - Contains all the necessary game modules.<br/>- Reviewing the [Add submodules](../setup-the-project/add-submodules) for details. | - Contains all the necessary game assets.<br/>- Reviewing the [Create Game Folder Structure](../setup-the-project/create-game-folder-structure) for details. |
|
||||
|
||||
## Asset Folder Structure
|
||||
|
||||
### Asset Loading Manager
|
||||
|
||||
#### Preloads Asset
|
||||
|
||||
Refers to the process of loading necessary game resources (such as images, audio, animations, prefabs, etc.) into memory before they are needed in the game.
|
||||
|
||||
❓ Why Preload Asset?
|
||||
|
||||
🔹Reduce runtime lag: Prevents the game from stuttering or freezing when assets are loaded on demand.<br/>
|
||||
🔹Improve user experience: Ensures smooth transitions between scenes or when many resources are needed quickly.<br/>
|
||||
🔹Better memory management: Allows you to control exactly when and what to load into memory.
|
||||
|
||||
#### Postloads Asset
|
||||
|
||||
Refers to the process of loading resources after the game or a scene has already started running. This is often used to optimize initial loading time and to progressively load non-critical assets in the background.
|
||||
|
||||
❓ Why Use Postloads Asset?
|
||||
|
||||
🔹Faster initial loading: Only essential assets are preloaded; the rest can be loaded later.<br/>
|
||||
🔹Better performance on low-end devices: Distributes memory usage more efficiently.<br/>
|
||||
🔹Allows dynamic content loading: You can load content only when it’s actually needed (e.g., when entering a specific area or level).
|
||||
|
||||
**Example:** Assets used for background.
|
||||
|
||||
🔹Preloads Asset contains static image with low capacity.<br/>
|
||||
🔹Postloads Asset contains animation with higher capactity.
|
||||
|
||||

|
||||
|
||||
### Asset Platform Manager
|
||||
#### 💻 Desktop Asset
|
||||
|
||||
Refer to visual, audio, or data resources that are specifically designed to take advantage of the performance, resolution, and user interaction available on desktop computers and laptops.
|
||||
|
||||
🔹High-resolution textures and sprites<br/>
|
||||
🔹Advanced visual effects (particles, lighting, shaders)<br/>
|
||||
🔹High-quality audio files (uncompressed or lightly compressed)<br/>
|
||||
🔹UI/UX elements optimized for mouse and keyboard<br/>
|
||||
🔹Assets that support large resolutions (Full HD, 2K, 4K)<br/>
|
||||
|
||||
❓ Why use Desktop-Specific Assets?
|
||||
|
||||
🔹Performance optimization: Desktops can handle larger and more detailed assets due to stronger hardware.<br/>
|
||||
🔹Enhanced experience: Larger screens and precise input devices allow for more complex and polished visuals.<br/>
|
||||
🔹Scalability: Developers can utilize advanced shaders, visual effects, or input schemes not suitable for other platforms.
|
||||
|
||||
#### 📱Mobile Asset
|
||||
|
||||
Refers to images, audio, and other data that are specifically designed or adjusted to meet the hardware limitations, screen sizes, and memory constraints of smartphones and tablets.
|
||||
|
||||
🔹Smaller and optimized images (compressed textures).<br/>
|
||||
🔹UI/UX tailored for touch input and smaller screens.<br/>
|
||||
🔹Simplified effects with reduced use of heavy shaders.<br/>
|
||||
🔹On-demand asset loading to minimize memory usage.
|
||||
|
||||
❓ Why Optimize Assets for Mobile?
|
||||
🔹Hardware limitations: Mobile devices have less RAM and GPU power compared to desktops → assets must be lightweight.<br/>
|
||||
🔹Storage size constraints: Mobile apps are often limited in total install size.<br/>
|
||||
🔹Better performance & stability: Lighter assets improve game loading speed, reduce crashes, and enhance compatibility across different devices.
|
||||
|
||||
**Example:** Assets used for background.
|
||||
|
||||
- Assets used for desktop have larger size and capacity than mobile.
|
||||
|
||||

|
||||
|
||||
#### Custom Scaler
|
||||
|
||||
##### Overview
|
||||
|
||||
This script generates custom scaling ratios for assets in a Cocos Creator project, particularly handling different scaling needs for desktop and mobile platforms.
|
||||
|
||||
##### Configuration Steps
|
||||
|
||||
###### Create the Script
|
||||
|
||||
- Name the script: `custom-scale-data`
|
||||
- Location: `assets/game-assets/scripts/custom-scaler/`
|
||||
|
||||
###### Configure the Script
|
||||
|
||||
- Refer to the following image for a general setup example:
|
||||
|
||||

|
||||
|
||||
```js
|
||||
// custom-scale-data.js
|
||||
cc.CustomScaler.CustomScaleRatio["uuid0"] = 0.75;
|
||||
cc.CustomScaler.CustomScaleRatio["uuid1"] = 0.7;
|
||||
cc.CustomScaler.CustomScaleRatio["uuid2"] = 0.58;
|
||||
```
|
||||
|
||||
##### Asset Scaling Rules
|
||||
|
||||
Assets in the project should be scaled according to their type and location:
|
||||
|
||||
| Asset Type | Asset Path Contains | Condition | Scale Ratio |
|
||||
|-----------------|---------------------|-------------------------------------------|-------------|
|
||||
| Font files | `fnt-` | - | 1.0 |
|
||||
| Desktop assets | `desktop` | Inside `custom-scale` folder | 1.0 |
|
||||
| Desktop assets | `desktop` | Outside `custom-scale` folder | 0.75 |
|
||||
| Mobile assets | `mobile` | Inside `custom-scale` folder | 0.7 |
|
||||
| Mobile assets | `mobile` | Outside `custom-scale` folder | 0.58 |
|
||||
|
||||
**Folder structure:**
|
||||
|
||||
```plaintext
|
||||
assets/
|
||||
├── fnt-arial.png (.jpg) # remains at 1.0
|
||||
├── desktop/
|
||||
│ ├── sprite.png (.jpg) # scaled to 0.75
|
||||
│ └── custom-scale/
|
||||
│ └── sprite.png (.jpg) # remains at 1.0
|
||||
└── mobile/
|
||||
├── sprite.png (.jpg) # scaled to 0.58
|
||||
└── custom-scale/
|
||||
└── sprite.png (.jpg) # remains at 0.7
|
||||
```
|
||||
:::tip
|
||||
Assets inside the `custom-scale` folder maintain their original quality, ensuring clear and sharp rendering.
|
||||
:::
|
||||
|
||||
**Example:**
|
||||
|
||||

|
||||
|
||||
#### Prefabs
|
||||
|
||||
| Desktop Prefab | Mobile Prefab |
|
||||
|:--------------:|:-------------:|
|
||||
|  |  |
|
||||
|
||||
|
||||
|
||||
### Asset Features Manager
|
||||
|
||||
#### Main Game Asset
|
||||
|
||||
##### Overview
|
||||
|
||||
Main game assets are stored in the `main-game` folder, organized by platform and loading type:
|
||||
|
||||
```plaintext
|
||||
assets/
|
||||
└── game-assets/
|
||||
├── Font/
|
||||
| └──main-game
|
||||
├── Sound/
|
||||
| └──main-game
|
||||
└── textures/
|
||||
├── desktop/
|
||||
│ ├── preload/ # Load at startup
|
||||
| | └──main-game
|
||||
│ └── postload/ # Load later
|
||||
| └──main-game
|
||||
|
|
||||
└── mobile/
|
||||
├── preload/ # Load at startup
|
||||
| └──main-game
|
||||
└── postload/ # Load later
|
||||
└──main-game
|
||||
```
|
||||
|
||||
- `desktop` and `mobile`: Separate folders for each platform.
|
||||
- `preload`: Needed right away.
|
||||
- `postload`: Can load after startup.
|
||||
- Everything is organized under `main-game`.
|
||||
|
||||
|
||||
##### Platform-Specific Structures
|
||||
|
||||
| Sound Example | Font Example |
|
||||
|:-------------:|:-----------:|
|
||||
|  |  |
|
||||
|
||||
| Desktop Structure | Mobile Structure |
|
||||
|:-----------------:|:---------------:|
|
||||
|  |  |
|
||||
|
||||
:::tip
|
||||
When a feature is activated, its assets are loaded directly, bypassing the main game asset folders.
|
||||
:::
|
||||
|
||||
---
|
||||
|
||||
#### Feature Game Asset
|
||||
|
||||
##### Overview
|
||||
|
||||
Feature game assets (e.g., free-game, pickup, bonus, gamble) are stored in a folder named after the feature, and organized by platform (`desktop`, `mobile`) and loading type (`preload`, `postload`).
|
||||
|
||||
**Folder structure:**
|
||||
```plaintext
|
||||
assets/
|
||||
└── game-assets/
|
||||
├── Font/
|
||||
| └──free-game
|
||||
├── Sound/
|
||||
| └──free-game
|
||||
└── textures/
|
||||
├── desktop/
|
||||
│ ├── preload/ # Load at startup
|
||||
| | └──free-game
|
||||
│ └── postload/ # Load later
|
||||
| └──free-game
|
||||
|
|
||||
└── mobile/
|
||||
├── preload/ # Load at startup
|
||||
| └──free-game
|
||||
└── postload/ # Load later
|
||||
└──free-game
|
||||
```
|
||||
##### Platform-Specific Structures
|
||||
|
||||
| Feature Game Example | Desktop Structure | Mobile Structure |
|
||||
|:-----------:|:-----------------:|:---------------:|
|
||||
|  |  |  |
|
||||
|
||||
---
|
||||
|
||||
#### Localized Assets
|
||||
|
||||
The `localizes/` folder stores language-specific assets (e.g., `zh`, `th`, `id`, etc.), allowing the game to display the correct fonts and textures based on the selected language.
|
||||
|
||||
##### Folder structure:
|
||||
|
||||
```plaintext
|
||||
assets/
|
||||
└── game-assets/
|
||||
├── fonts/
|
||||
│ ├── localizes/ # Fonts for each language
|
||||
│ └── preloads/ # Default fonts (usually English) loaded at startup
|
||||
└── textures/
|
||||
├── desktop/
|
||||
│ ├── localizes/ # Desktop textures for each language
|
||||
│ ├── postloads/ # Desktop textures loaded after startup (default: en)
|
||||
│ └── preloads/ # Desktop textures loaded at startup (default: en)
|
||||
└── mobile/
|
||||
├── localizes/ # Mobile textures for each language
|
||||
├── postloads/ # Mobile textures loaded after startup (default: en)
|
||||
└── preloads/ # Mobile textures loaded at startup (default: en)
|
||||
```
|
||||
|
||||
- Assets in `localizes/` are organized by language code (e.g., `zh`, `th`, `id`).
|
||||
- Sprites in `preloads/` and `postloads/` use English (`en`) as the default language.
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
#### Meta JSON Merger
|
||||
|
||||
##### Purpose
|
||||
|
||||
Merges JSON metadata files under library/imports/ into one fullMetaData.json.
|
||||
|
||||

|
||||
|
||||
###### Excludes:
|
||||
|
||||
- cc.SceneAsset
|
||||
- cc.Prefab
|
||||
|
||||
```json
|
||||
{
|
||||
"asset1.json": { /* metadata */ },
|
||||
"asset2.json": { /* metadata */ }
|
||||
}
|
||||
```
|
||||
---
|
||||
|
||||
#### Texture Compression Tool
|
||||
|
||||
##### Purpose
|
||||
|
||||
Manages and applies compression settings to game textures.
|
||||
|
||||

|
||||
|
||||
##### Compression Settings
|
||||
| Description | Action Compress Texture |
|
||||
|:----------- |:----------------------:|
|
||||
| Compresses all textures in:<br/>- `assets/Core`<br/>- `assets/game` |  |
|
||||
| Compresses all textures in:<br/>- `assets/game` only |  |
|
||||
| Removes all compression settings |  |
|
||||
|
||||
**Example:**
|
||||
Compression settings for PNG and JPG formats:
|
||||
|
||||

|
||||
|
||||
##### Workflow
|
||||
|
||||
1. **Query** texture assets by UUID
|
||||
2. **Apply** compression settings to their meta data
|
||||
3. **Save** updated meta files
|
||||
4. **Log** progress and handle errors in console
|
||||
|
||||
##### Benefits
|
||||
|
||||
* Reduces texture file sizes
|
||||
* Speeds up builds and runtime loading
|
||||
* Supports platform-specific formats
|
||||
* Batch processing for efficiency
|
||||
|
||||
---
|
||||
|
||||
#### Remove Packable Texture Tool
|
||||
|
||||
##### Overview
|
||||
|
||||
Removes the `packable` flag from all texture assets to prevent automatic atlas packing.
|
||||
|
||||

|
||||
|
||||
|
||||
##### Why Remove Packable
|
||||
|
||||
Removing the `packable` flag gives you:
|
||||
- **Better memory management** – load/unload textures individually
|
||||
- **Prevents automatic atlas generation** – useful for large or dynamic textures
|
||||
|
||||
###### Use Cases
|
||||
- Large background images
|
||||
- Special effects (particles, dynamic textures)
|
||||
- Render textures
|
||||
- Dynamically loaded assets
|
||||
- High-res UI elements with custom compression needs
|
||||
|
||||
##### Query Texture
|
||||
|
||||
- Scans `db://assets/**/*` for all texture assets.
|
||||
|
||||
**Example:**
|
||||
|
||||
Compression settings for PNG and JPG formats:
|
||||

|
||||
|
||||
---
|
||||
### Result
|
||||
:::tip
|
||||
When running the Extension Tool, you can:
|
||||
- Add or update textures
|
||||
- Add new messages
|
||||
- Update existing messages in the game
|
||||
:::
|
||||
|
||||
After running the Extension Tool, the console will display a summary of the processed textures and any changes made.
|
||||
|
||||

|
||||
|
||||
|
||||
> To be added
|
BIN
docs/04-game-asset-structure/img/assets-custom-scaler.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
docs/04-game-asset-structure/img/assets-loading-manager.png
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
docs/04-game-asset-structure/img/assets-platform-manager.png
Normal file
After Width: | Height: | Size: 366 KiB |
BIN
docs/04-game-asset-structure/img/assets-structure-desktop.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
docs/04-game-asset-structure/img/assets-structure-mobile.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
docs/04-game-asset-structure/img/compress-over.png
Normal file
After Width: | Height: | Size: 6.3 KiB |
BIN
docs/04-game-asset-structure/img/compress-setting.png
Normal file
After Width: | Height: | Size: 119 KiB |
BIN
docs/04-game-asset-structure/img/compress-texture.png
Normal file
After Width: | Height: | Size: 6.2 KiB |
BIN
docs/04-game-asset-structure/img/compress-texture1.png
Normal file
After Width: | Height: | Size: 6.2 KiB |
BIN
docs/04-game-asset-structure/img/compress-texture2.png
Normal file
After Width: | Height: | Size: 6.2 KiB |
BIN
docs/04-game-asset-structure/img/feature-assets-desktop.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
docs/04-game-asset-structure/img/feature-assets-mobile.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
docs/04-game-asset-structure/img/feature-assets.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
docs/04-game-asset-structure/img/font-main-game.png
Normal file
After Width: | Height: | Size: 3.4 KiB |
BIN
docs/04-game-asset-structure/img/genernal-custom-scaler.png
Normal file
After Width: | Height: | Size: 29 KiB |
BIN
docs/04-game-asset-structure/img/localizes-assets-zh.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
docs/04-game-asset-structure/img/localizes-assets.png
Normal file
After Width: | Height: | Size: 4.0 KiB |
BIN
docs/04-game-asset-structure/img/merge-json-assets.png
Normal file
After Width: | Height: | Size: 6.2 KiB |
BIN
docs/04-game-asset-structure/img/overview.png
Normal file
After Width: | Height: | Size: 20 KiB |
BIN
docs/04-game-asset-structure/img/prefabs-desktop.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
docs/04-game-asset-structure/img/prefabs-mobile.png
Normal file
After Width: | Height: | Size: 3.6 KiB |
BIN
docs/04-game-asset-structure/img/remove-packable-texture.png
Normal file
After Width: | Height: | Size: 6.2 KiB |
BIN
docs/04-game-asset-structure/img/remove-packable.png
Normal file
After Width: | Height: | Size: 27 KiB |
BIN
docs/04-game-asset-structure/img/result-console.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
docs/04-game-asset-structure/img/sound-main-game.png
Normal file
After Width: | Height: | Size: 2.1 KiB |
6
package-lock.json
generated
@ -8091,9 +8091,9 @@
|
||||
}
|
||||
},
|
||||
"node_modules/docusaurus-lunr-search": {
|
||||
"version": "3.6.1",
|
||||
"resolved": "https://registry.npmjs.org/docusaurus-lunr-search/-/docusaurus-lunr-search-3.6.1.tgz",
|
||||
"integrity": "sha512-ms2FWYzR7OrvS2x0/HSPaAenAATrBenGpCwWpjmpK8SnUpqygVPvuss2RG5l2ZuMxpKFP0rhEnEy8Kx4lSQimw==",
|
||||
"version": "3.6.0",
|
||||
"resolved": "https://registry.npmjs.org/docusaurus-lunr-search/-/docusaurus-lunr-search-3.6.0.tgz",
|
||||
"integrity": "sha512-CCEAnj5e67sUZmIb2hOl4xb4nDN07fb0fvRDDmdWlYpUvyS1CSKbw4lsGInLyUFEEEBzxQmT6zaVQdF/8Zretg==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"autocomplete.js": "^0.37.1",
|
||||
|