356 lines
12 KiB
Markdown
356 lines
12 KiB
Markdown
---
|
||
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:
|
||

|
||
|
||
---
|
||
|