From 2c77c0d215f812dd3784d2134a1fd44069ea18f3 Mon Sep 17 00:00:00 2001 From: "s0wlz (Matthias Puchstein)" Date: Tue, 27 Jan 2026 22:43:44 +0100 Subject: [PATCH] cleanup --- .gitignore | 2 ++ AGENTS.md | 33 --------------------------------- 2 files changed, 2 insertions(+), 33 deletions(-) delete mode 100644 AGENTS.md diff --git a/.gitignore b/.gitignore index 7657ca5..74a36f6 100644 --- a/.gitignore +++ b/.gitignore @@ -99,3 +99,5 @@ InitTestScene*.unity* /[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity* Notes +work +AGENTS.md diff --git a/AGENTS.md b/AGENTS.md deleted file mode 100644 index 6d40d36..0000000 --- a/AGENTS.md +++ /dev/null @@ -1,33 +0,0 @@ -# Repository Guidelines - -## Project Structure & Module Organization -This is a Unity project. Core content lives under `Assets/`, with runtime scripts in `Assets/Scripts/`, editor tooling in `Assets/Scripts/Editor/`, scenes in `Assets/Scenes/`, and prefabs/settings in `Assets/TilePrefabs/` and `Assets/Settings/`. Input data for the geo tile pipeline is expected in `Assets/GeoData/`. Unity configuration is in `ProjectSettings/` (editor version in `ProjectSettings/ProjectVersion.txt`), and package dependencies are in `Packages/manifest.json`. The `*.sln`/`*.csproj` files are generated by Unity; avoid manual edits. - -## Build, Test, and Development Commands -There are no CI configs or repository-specific build scripts. Use Unity Editor `6000.3.3f1` (per `ProjectSettings/ProjectVersion.txt`) and: -- Open the project via Unity Hub and press Play in `Assets/Scenes/SampleScene.unity` (or `Assets/Scenes/TestArea.unity` for geo tiles). -- Build from Unity: File > Build Settings > Build or Build & Run. -- Optional CLI automation (if Unity is on PATH): - - Build: `"" -projectPath . -batchmode -quit -buildTarget StandaloneLinux64` - - Tests: `"" -projectPath . -batchmode -quit -runTests -testPlatform EditMode` -For terrain import, use Unity menu: Tools > Geo Tiles > Import Terrain Tiles (PNG16). - -## Coding Style & Naming Conventions -Use standard C# style with 4-space indentation and Allman braces. Classes and methods use PascalCase, fields and locals use camelCase, and filenames match the main class (e.g., `GeoTileImporter.cs`). Keep editor-only code under `Assets/Scripts/Editor/` so it compiles into the editor assembly. - -## Testing Guidelines -No custom test folders exist yet. If adding tests, use Unity Test Runner and place them under `Assets/Tests/EditMode/` or `Assets/Tests/PlayMode/`, naming files `*Tests.cs`. Document how to run any new test suites in this file. - -## GeoData Generation Pipeline -The GeoData generation pipeline lives in `~/Dev/InformatikProjekt/GeoData`. Generate data there, then copy (or sync) outputs into this repo at `Assets/GeoData/`. Expected inputs include `tile_index.csv`, `height_png16/`, `ortho_jpg/`, `buildings_tiles/`, `trees_tiles/`, `street_furniture/`, `buildings_enhanced/`, `trees_enhanced/`, and `tree_proxies.glb`. Keep the folder names consistent with the importer defaults. - -## Commit & Pull Request Guidelines -Current history uses short, lowercase, sentence-style messages (e.g., `init`, `updated the build pipeline`) without prefixes; follow the same convention. For pull requests, include a brief description, testing notes (Play mode or build target), and screenshots or GIFs for scene or UI changes. - -## Configuration & Generated Files -Treat `Library/`, `Temp/`, and `Logs/` as generated output; avoid manual edits. When adding assets, keep `.meta` files in sync and prefer importing through the Unity Editor. - -## Notes Folder -Use `Notes/` for planning and progress tracking: -- `Notes/GEOTILELOADING_PLAN.md` holds the current plan and approach for tile loading. -- `Notes/GEOTILELOADING_PROGRESS.md` captures current state, commands, and next steps.