Simply go under our Tutorials Tab at the top and select the ones that interest you most if you would like to volunteer in this project. If you would like to create content such as environments feel free to check on the Unity Asset Store but be sure to read the release information when it comes to content made by others and what they allow and do not allow.
If there are no tutorials you seee covered by the sources who have given permission for them to be shared here on our site, or in their own play lists and YouTube channels, feel free to ask us to try and find some of those areas of interest and we wil see if anything current is available.
Three important things to note if you wish to volunteer:
Make sure to join the membership section to make use of this website fully.
Make sure you are using the same version of the engine as others.
Never update the engine mid project or you will have to fight with a bunch of refactoring of scripts.
You can share some samples of your current projects in the Shared Gallery.
Keep video clips within 1-4 minutes with or without audio.
Make sure to contact and message fellow volunteers to help keep one another up to date.
If you prefer creating original assets or share files, utilize Google Drive.
To save space on Google Drive, once you have communicated with everyone who is a site member, make sure everyone has had time to download the current file.
Once all particpants have confirmed with you they have the same files, remove them from your Google drive to save space.
Google Drive provides up to 15GB free storage. You can upgrade that to up to 100 through Google Drive directly if you need more file space.
Don't burn yourself out! Periodically take a couple of days to get some rest from the project and set aside about 1-2 days to work on your scenes.
Make sure to be using the same program files as others and unless you are doing specific part of coding in C#, do not make any changesto the scripts and stay in communication with anyone who is volunteering their time and skills to handle the programming.
Make sure each step of a particular aspect of the project you are working on is completed and ready for testing and integration.
If you no longer wish to volunteer for any reason, be sure to allow everyone to get a copy of where you left off and let everyone know you no longer wish to help. We will be sorry to see you go, but hope whatever you end up doing is successful and we do wish you the best.
You can choose to return at a later time offer to help again as we are all aware real life happens and real world needs have to come first for everyone.
Remember This Also:
If you have a project that you finished some time ago and its either assets from Unity itself or your own original content that can be used in this project, and you haven't been able to do anything with it, feel free to submit it for consideration for integration once you become a site member.
Be sure to include a Read_Me file with your release of content to Cyberathia, LLC for use in Cyberathia, the game. If approved, you can also post samples of work you did yourself in the shared gallery. You can use it also as a reference for work you have done as a contributor to this community project.
Make it avaialble on Google Drive, make clear the version of the engine you used and that it is the same version or earlier version of the engine so it can be adjusted to the present one, or take time to update it to the one we are currently using for this project.
Information to the Forum for the current version of the Engine being used for its stability is Here.
Follow the instructions on that location if you are unfamiliar with how to download the Hub and install the Engine.
Always make sure you have a direct Land Line on your computer to properly download the software and avoid interuptions.
For lighting at this time:
Make sure to install Post Processing but do not use HDRP or UPR. Keep it standard.
Create and Empty Game Object and rename it Post Processing Volume and add the same componet. Create the layer in spector window and call it PostPro and apply that to the Game Object as its layer next to the Tab that should read as Untagged.
On the scene camera add the Post Processing Layer, and under the Post Processing Layer, look for the Layer tab and select PostPro.
This will allow any imported content we are working on with Post Processing to be accessicble on import of the package to your project file.
This way if something breaks on import for Post Processing you can resetup all of this yourself quickly.
Some useful Tips:
Create a foler on your desktop and name it something like Project.
Save any project in that file.
When you go into Build settings to build a scene, when the window opens right click on an open area and not on other folders and create a new file folder and name it Game. Then apply and let it build the game in that folder.
You can click on the finsihed selection but also check in the editor Console tab to make sure the notice that the build was Successful.
You can then go back int that Game Folder and test the built game to see how it is running.
Its not uncommon for the built game to run faster than the prevew Play Game tab in the editor just as an FYI.
When exporting package make sure before uploading to Google the exported package matches the size of the unexported files though sometimes if the file reads for example 4GBs, the exported file will read as 2GBs.
The best way to test to make sure the exported backage has all the content properly exported and saved as intended is create a new project, import that file and see if everything imported as intended.
If it does, you can delete that folder from the project file, and remove it from the Hub list and then upload the Exported Package to Google.
If it doesn't or is under 1gb and you see error notices you will need to resolve those errors first in order to properly export everything. Once you have resolved the errors you can rebuild the game, test it again, follow the same previous steps and should be able to export a complete package.
For those working on things like character controller physics, always place physics based code under fixed update otherwise physics in the game will not work properly even if it isn't showing any specific errors.