- Unity Version: 2022.3.62f1
- Platform: Windows
- Packages: Unity's Input System | Cinemachine | TextMesh Pro | Visual Effect Graph
- Clone the repository
git clone https://github.com/(your github username)/RushRift.git
- Install Unity 2022.3.46f1
- Open the project in Unity
- Open the scene (Path of the main menu scene)
Assets/
├── _Main/
│ ├── Art/
│ │ ├── Animations/
│ │ ├── Fonts/
│ │ ├── Materials/
│ │ ├── Models/
│ │ ├── Shaders/
│ │ └── Textures/ (also sprites, icons, etc.)
│ ├── Data/ (Scriptable Objects)
│ ├── Prefabs/
│ ├── Scenes/
│ └── Scripts/
│ ├── _Managers/
│ ├── Entities/
│ ├── General/
│ ├── Tools/
│ └── (etc.)
└── (Any third-party assets)PascalCasefor classes, method names, protected variables and propertiescamelCasefor public and serialized private variables_camelCasefor private variablesUPPER_SNAKE_CASEfor constants- For
Interfacesadd an uppercase "I" at the name (e.g.IMovement)
- public fields
- protected fields
- private fields
- Unity methods (Awake, Start, Update, etc.)
- public methods
- private methods
| Type | Format | Example |
|---|---|---|
| Feature | feature/feature-name |
feature/player-dash |
| Bugfix | bugfix/short-description |
bugfix/enemies-are-not-moving |
| Refactor | refactor/description |
refactor/pathfinding-optimization |
| Art | art/short-description |
art/enemy-model-and-textures |
| Importing | import/short-description |
import/urp-to-project |
To keep the workflow clean and easy to collaborate, we follow a structurated branch naming convections. Here is why:
- We work as a team: if everyone names branches however they want, it becomes chaotic and difficult to mergue without conflicts or confusion.
- Each Task should have a short and focused branch: small, single-purpose branches are easier to track, test and merge.
- We are professionals: consistent structure and good practices reflect the quality of our work and help us scale the project properly.
- Test your changes Make sure that everithing you've worked on is functioning as expected. No broken features or console errors.
- Merge the latest
developinto your branch This makes certain that your branch is up to date and helps you resolve any merge conflicts before pushing todevelop. - Resolve any conflicts Don't push unresolved branches. Make sure the code you're merging plays nice with the rest of the team's work.
- Delete your branch (locally and remotely)
- This keeps keeps the repository clean and avoids confusion
- Ask if you are not sure whether to delete a branch, but, in most cases, once it's merged, it's safe to remove.
- Merge directly into
developwithout testing - Leave conflicts unresolved
- Push untested or broken changes just to “get it in”