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Consistency and cleanup pass
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Void-Paw committed Feb 25, 2025
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2 changes: 1 addition & 1 deletion docs/getting-started.mdx
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Expand Up @@ -26,7 +26,7 @@ https://docs.unity3d.com/Manual/system-requirements.html

# Acquiring the Basis framework
## Git
You can either directly [clone](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository) the `Long-Term-Support` repository found at https://github.com/dooly123/Basis or [fork](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/fork-a-repo) it to your own local repostiory, and then open the resulting Unity project on your local computer.
You can either directly [clone](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository) the `Long-Term-Support` repository found at https://github.com/dooly123/Basis or [fork](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/fork-a-repo) it to your own local repository, and then open the resulting Unity project on your local computer.

## Direct Zip Download
For those wishing to forgo the Git experience
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18 changes: 9 additions & 9 deletions docs/worlds.mdx
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Expand Up @@ -9,15 +9,15 @@ title: Worlds
- Open Unity Hub and add an existing project, choose the extracted/cloned Basis project folder.
- Once the Unity Project has loaded, you can now load your World files:
- Either,
- Find 'Assets' in the Project hierarchy, inside 'Assets' right-click any empty space and select 'Show in Explorer'.
- Copy in your World files [Mesh/Materials/Textures, etc].
- Find `Assets` in the Project hierarchy, inside `Assets` right-click any empty space and select `Show in Explorer`.
- Copy in your World files [Mesh/Materials/Textures, etc.].
- or
- Import a .unity package containing your files, from the Assets menu, Import Package > Custom Package.
- Import a .unity package containing your files, from the Assets menu, `Import Package > Custom Package`.
- Bring back the Unity window and allow the import process to finish.

## Minimum Requirements for a functional Basis Scene
- Import your world meshes or create a new 3D object, such as a Plane or Cube. Ensure a Collider is present.
- Create a gameObject, give it a suitable name, and on the Inspector click 'Add Component' and find/select the Basis Scene component.
- Create a gameObject, give it a suitable name, and on the Inspector click `Add Component` and find/select the Basis Scene component.

![image](..\static\img\worlds\1.png)

Expand All @@ -27,12 +27,12 @@ title: Worlds

![image](..\static\img\worlds\3.png)

- Either way, make sure you place the gameObject of your spawn position of choice into the 'Spawn Point' field and then it will use the transform of that gameObject.
- Either way, make sure you place the gameObject of your spawn position of choice into the `Spawn Point` field and then it will use the transform of that gameObject.

![image](..\static\img\worlds\4.png)

## Build the AssetBundle
- Choose from the 'Basis' drop-down menu, the 'Build AssetBundle From Scene' option.
- Choose from the `Basis` drop-down menu, the `Build AssetBundle From Scene` option.

![image](..\static\img\worlds\5.png)

Expand All @@ -41,14 +41,14 @@ title: Worlds
![image](..\static\img\worlds\6.png)

## Test the scene
- Once the AssetBundle has been created, you can load this via the 'BootManager' prefab found at 'Assets > Prefabs > Boot'.
- Once the AssetBundle has been created, you can load this via the `BootManager` prefab found at `Assets > Prefabs > Boot`.

![image](..\static\img\worlds\7.png)

- You can place the location of the new AssetBundle under the 'Meta URL' & 'Bundle URL' fields, along with the 'Unlock Password' provided in the 'dontuploadmepassword.txt' file generated in the '/AssetBundles/' directory.
- You can place the location of the new AssetBundle under the `Meta URL` & `Bundle URL` fields, along with the `Unlock Password` provided in the `dontuploadmepassword.txt` file generated in the `/AssetBundles/` directory.

![image](..\static\img\worlds\8.png)

- Load the 'Initialization' scene from 'Assets > Scenes', and then hit Play.
- Load the `Initialization` scene from `Assets > Scenes`, and then hit Play.

- You should then load in at the spawn location of your world.

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