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Default Asset Structure
Overview
Core Asset | Game Asset | |
---|---|---|
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- Contains all the necessary game modules. - Reviewing the Add submodules for details. |
- Contains all the necessary game assets. - Reviewing the 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.
🔹Improve user experience: Ensures smooth transitions between scenes or when many resources are needed quickly.
🔹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.
🔹Better performance on low-end devices: Distributes memory usage more efficiently.
🔹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.
🔹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
🔹Advanced visual effects (particles, lighting, shaders)
🔹High-quality audio files (uncompressed or lightly compressed)
🔹UI/UX elements optimized for mouse and keyboard
🔹Assets that support large resolutions (Full HD, 2K, 4K)
❓ Why use Desktop-Specific Assets?
🔹Performance optimization: Desktops can handle larger and more detailed assets due to stronger hardware.
🔹Enhanced experience: Larger screens and precise input devices allow for more complex and polished visuals.
🔹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).
🔹UI/UX tailored for touch input and smaller screens.
🔹Simplified effects with reduced use of heavy shaders.
🔹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.
🔹Storage size constraints: Mobile apps are often limited in total install size.
🔹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:
// 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:
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 |
---|---|
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Asset Features Manager
Main Game Asset
Overview
Main game assets are stored in the main-game
folder, organized by platform and loading type:
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
andmobile
: 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 |
---|---|
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Desktop Structure | Mobile Structure |
---|---|
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:::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:
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 |
---|---|---|
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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:
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/
andpostloads/
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
{
"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: - assets/Core - assets/game |
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Compresses all textures in: - assets/game only |
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Removes all compression settings | ![]() |
Example:
Compression settings for PNG and JPG formats:
Workflow
- Query texture assets by UUID
- Apply compression settings to their meta data
- Save updated meta files
- 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.