Every Asset Chunk from the same Group that is to be used by the LOD Group needs to follow the same format with their naming in order to be successfully loaded by the Streamable Assets Manager. This requirement allows us to avoid having to store every Asset Chunks name, as we can instead use some programming logic to build the names of the Asset Chunks at runtime.
Every Asset Chunk Name in the Group must share a common Group Name, which is usually some name that helps you identify the group of Asset Chunks (using the tree example from before, if the Streamable Grid is representing a forest, the Group Name might be Forest or Forest_LOD1).
If your Asset Chunk Group is already created, then there is no decision to be made; the Group Name should be easily identified, as every Asset Chunk in the Group will have it. On the other hand, if your Group is not already created, you have liberty to choose whatever name you want. We do recommend using LODX in the name (or some form of it), where X is the number of the LOD, as this will make the identification of Asset Chunks from different LOD Groups more clear. The decision is up to you, however!
Do bear in mind that the Group Name must be unique in relation to any other LOD Group Names that are used, across all Streamable Grid assets. For this reason, it is recommended to use a Group Name that both references the type of assets the Grid represents, as well as the region of the game world that the Grid will be used with (Desert, Tropical_Island, etc.).
--Upgrade Note--
The previous version of this asset (World Grid) only allowed for a single LOD. You can use the Default Group Name from the World Grid for the Group Name here.
--Special Note--
The Group Name can be changed at runtime using scripting, for advanced operations such as changing out the game world 'skin' in order to implement seasons such as winter.
The Naming Convention of the LOD Group dictates the complete format that the Streamable Assets Manager expects your Asset Chunk Names to be in. Each LOD Group can utilize a unique Naming Convention or the same Naming Convention.
You will see Naming Convention fields throughout several of our products, and for each of these fields, you can utilize a single Naming Convention asset, even across the different products.
With that said, providing a Naming Convention asset is optional. At runtime (or while executing a tool), our products create a default naming convention for fields that are null, and in 99% of cases, that default format will function perfectly.
An exact account of the default format, as well as some other detailed information on Naming Conventions can be found in the Naming Convention Section of the Scriptable Assets Chapter. At this point, it would be a good idea to familiarize yourself with that Section before proceeding.
Sure, Let's Learn More About Naming Convention Assets!
--Upgrade Note--
Naming Conventions have changed slightly with SAM. If you have a Naming Convention asset assigned to your World Grid, you will need to recreate this asset and assign it to the field with the same name on your LOD Group. You can view more information in the Naming Conventions Section from the Upgrading Chapter.