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@@ -132,7 +132,7 @@ This repository contains it's own O3DE Game project, which can be used by contri
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You can use the o3de cli tools to register your project with your engine.
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```shell
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-# change directory to the egine root folder
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+# change directory to the engine root folder
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> cd c:\path\to\your\o3de-engine
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# register the gems with the engine, you only need to do this once
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> scripts\o3de register --project-path C:\depot\o3de-multiplayersample-assets\Project
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@@ -145,12 +145,12 @@ There are a number of ways to configure and build the engine and project ...
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As a developer, I often find it useful to build in an engine-centric way
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```shell
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-# change directory to the egine root folder
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+# change directory to the engine root folder
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> cd c:\path\to\your\o3de-engine
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# create a build folder
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> mkdir build
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> cd build
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-# configure cmake and create sollutiuon
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+# configure cmake and create solution
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> cmake .. -G "Visual Studio 16" -A x64 -DLY_3RDPARTY_PATH="%LY_3RDPARTY_PATH%" -DLY_UNITY_BUILD=OFF -DLY_PROJECTS="C:\path\to\repo\o3de-multiplayersample-assets\Project"
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```
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@@ -169,7 +169,7 @@ The built binary executables will be in:
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```shell
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# bin folder
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> cd C:\depot\o3de-dev\build\bin\profile\
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-# executbales
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+# executables
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# C:\depot\o3de-dev\build\bin\profile\o3de.exe
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# C:\depot\o3de-dev\build\bin\profile\editor.exe
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# ...
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@@ -178,7 +178,7 @@ The built binary executables will be in:
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If this is the project you are primarily working with, you can also set it as the "default project".
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```shell
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-# change directory to the egine root folder
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+# change directory to the engine root folder
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> cd c:\path\to\your\o3de-engine
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# register the gems with the engine, you only need to do this once
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> scripts\o3de set-global-project -pp <project-path>
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@@ -199,11 +199,11 @@ After the Asset Processor (https://www.o3de.org/docs/user-guide/assets/asset-pro
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1. In the Windows task-bar tray, there should be an icon for the O3DE Asset Processor
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- 
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2. To view the Asset Processor interface, *right-click* the Asset Processor icon in the system tray and select *Show*.
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-2. Click on the Assets tab
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-3. The Project: path should be visible, something like:
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- - C:\path\to\repo\o3de-multiplayersample-assets\Project
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-4. The Root: is the path to the active engine install
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-5. The o3de-multiplayersample-assests\Gems should be visible:
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+3. Click on the Assets tab
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+4. The Project: path should be visible, something like:
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+ - C:\path\to\repo\o3de-multiplayersample-assets\Project
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+5. The Root: is the path to the active engine install
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+6. The o3de-multiplayersample-assets\Gems should be visible:
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7. 
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## MPS Asset Gem Folders
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@@ -214,21 +214,21 @@ This is a collection of modular Asset Gems used in o3de-multiplayersample game,
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1. Asset Gems have an Assets/ folder, this is the default location within the gem folder structure that the AP scans for assets to process and make game ready.
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2. From the AP, you can get to the folder by ...
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- 1. Selecting the gem, such as ‘character_mps’
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- 2. Right-click, from the context menu select ‘Open in Explorer’
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+ 1. Selecting the gem, such as ‘character_mps’
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+ 2. Right-click, from the context menu select ‘Open in Explorer’
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3. Or you can manually browse to them on disk in Windows File Explorer
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- 1. Examples:
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- 1. C:\path\to\repo\o3de-multiplayersample-assets\Gems\kb3d_mps\Assets
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- 2. C:\path\to\repo\o3de-multiplayersample-assets\Gems\character_mps\Assets
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- 3. ...
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+ 1. Examples:
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+ 1. C:\path\to\repo\o3de-multiplayersample-assets\Gems\kb3d_mps\Assets
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+ 2. C:\path\to\repo\o3de-multiplayersample-assets\Gems\character_mps\Assets
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+ 3. ...
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4. Organize your files into the \Assets folder. We prefer one-folder per-asset, such as:
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- 1. Gems\character_mps\Assets\MyCharacter\
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- 2. Gems\character_mps\Assets\MyCharacter\mycharacter.fbx
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- 3. Gems\character_mps\Assets\MyCharacter\mycharacter.material
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- 4. Gems\character_mps\Assets\MyCharacter\textures
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- 5. Gems\character_mps\Assets\MyCharacter\textures\mycharacter_basecolor.png
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- 6. Gems\character_mps\Assets\MyCharacter\textures\mycharacter_roughness.png
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- 7. ...
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+ 1. Gems\character_mps\Assets\MyCharacter\
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+ 2. Gems\character_mps\Assets\MyCharacter\mycharacter.fbx
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+ 3. Gems\character_mps\Assets\MyCharacter\mycharacter.material
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+ 4. Gems\character_mps\Assets\MyCharacter\textures
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+ 5. Gems\character_mps\Assets\MyCharacter\textures\mycharacter_basecolor.png
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+ 6. Gems\character_mps\Assets\MyCharacter\textures\mycharacter_roughness.png
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+ 7. ...
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5. As you add asset files to the Gem folder, the AP will scan and process them (into runtime ready assets); so they will show up in your Game Project data in the Editor
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### Asset/ Folders in Editor
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@@ -236,15 +236,17 @@ This is a collection of modular Asset Gems used in o3de-multiplayersample game,
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The folder structure for each asset gem is retained and accessible in the Editor as well.
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1. Select a folder, right-click and ‘Open in Explorer’
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-
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+ 
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### Create a new branch in your local workspace
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*Switch to the branch you want to use as a base (e.g. create a feature branch off of development)*
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+
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> git switch development
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> git pull
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*Create a new branch*
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+
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> git switch -c <user/branch_name>
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### Develop on Branch
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@@ -252,28 +254,31 @@ The folder structure for each asset gem is retained and accessible in the Editor
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Make changes (like adding new asset files) and commit these locally
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*This will display files that have changes:*
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->git status
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->git add <filename_or_directory>
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->git commit -s -m "<description of your change>"
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+
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+> git status
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+> git add <filename_or_directory>
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+> git commit -s -m "<description of your change>"
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Push changes to the origin. This is required to share your changes, run Automated Reviews, and submit Pull Requests.
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*Use the following to push the commits in your current branch to origin. -u will set the branch to track the origin repo. Only required one time.*
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->git push -u origin HEAD
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+
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+> git push -u origin HEAD
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*After using -u, the next time, you can just run a simple push for that branch*
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->git push
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-## Submit a Pull Request
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+> git push
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+
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+## Submit a Pull Request
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You’ll want to submit a Pull Request and get 2 reviewers before you merge your changes to the public repo.
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1. Go to: https://github.com/o3de/o3de-multiplayersample-assets
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2. Click *New Pull Request*
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3. Click compare and select your branch.
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- 1. Base branch: development
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- 2. Compare: <user/branch_name>
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- 3. Click *Create pull request*
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+ 1. Base branch: development
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+ 2. Compare: <user/branch_name>
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+ 3. Click *Create pull request*
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Note: If you are comparing across forks (if you made one), the workflow will be slightly different. If you have any trouble, let us know so we can help.
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@@ -293,11 +298,9 @@ Notes:
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* Get a few distinctly different people to review your PR, this repo only requires 2 approvals to merge, but it’s not a bad idea to get others to not only look at the changes but also try the asset changes themselves.
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* This repo is not set up with AR, so make sure your changes work before merging to development, or from development to main.
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* Test your changes, you don’t need to test them in MultiplayerSample (game)
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- * You can use the MPS Asset Test Project folder:
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- * C:\path\to\repo\o3de-multiplayersample-assets\Project
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- * Or, you can activate these asset gems into your own test project...
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-
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-
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+ * You can use the MPS Asset Test Project folder:
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+ * C:\path\to\repo\o3de-multiplayersample-assets\Project
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+ * Or, you can activate these asset gems into your own test project...
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# Appendix
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