Unity

The engine we ship in.

Most of the team never needs to touch it. That is intentional. Our external tools exist so that
3D artists, audio and writers work in Blender, the Bubbly Asset Editor and their own software
instead, and the goal is to need the editor less over time, not more.

You need it if you are a Programmer or a Level Designer.

Not written yet
  • Which Unity version, and whether it is pinned per project
  • Install route: Unity Hub, licence, who provides the seat
  • Required packages and project-level setup
  • vHierarchy, which Scene Structure > Tooling says to install before working on levels. Where
    it comes from and whether it is already in the project

A version mismatch silently reimports an entire project and produces a very large, very confusing
diff, so the version is the important line here.

What lives in Unity rather than in an asset

  • Real materials (M_). The SMM_ slots from Blender are replaced here. → Materials
  • Prefabs, and everything attached to them: sockets, colliders, interaction. Where the hand goes
    was never a property of the mesh.
  • Texture import settings, applied automatically from the role suffix in the file name.
    → Texture Workflow > Import Settings
  • Scenes, split into additively loaded layers. → Scene Structure

The one rule that matters most

Never move, rename or delete an asset outside the Unity editor. Not in Explorer, not in your Git
client. It orphans the .meta and breaks every reference to that asset.