Wrapped up my Mesh-to-SDF testing and took time to prepare for the next phase, SDF attraction testing. While organizing my project, I came up with a naming convention syntax to better sort through files. I’ll document it here for reference.

  1. Place each scene + scene-specific assets in separate folder in Assets/Scenes
    1. Append scene name with number prefix referencing the order of scene’s creation relative to other scenes.
      1. Ex. Scene named “Mesh to SDF” gets placed inside folder called “2_Mesh To SDF” (because this was the second scene I created in the project).
    2. Mark abandoned scenes by using a negative number for the order of creation.
      1. Ex. Abandoned “Metaballs” scene gets placed in folder called “-1_Metaballs”. The abandoned scene naming also follow a sequential order (next one would be -2).
  2. Each scene’s controller script is named “SceneName_ScriptVersion#”
    1. Hoping this motivates me to save old scripts instead of overwriting/erasing old code.
  3. Any script not in use gets appended with “niu” prefix in script file name.
    1. Ex. “MeshCombiner_1” renamed to “niu_MeshCombiner_1”.
  4. All scene’s animation files are placed in Assets/Scenes/SceneName/Anim
  5. Animation files are named according to their scene.
    1. Ex. Sphere animation in “Mesh to SDF” scene named as “MeshToSDF_sphereAnim” and sphere controller named as “MeshToSDF_sphereController”.
  6. Scene-specific VFX Graphs are named according to their scene.
    1. Ex. “Mesh to SDF VFX”


Tags: gamedev unity vfx sdf workflow scripting