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SS3D project licenses.
All our code falls under the MIT license.
All our art assets fall under the CC BY-NC-SA 4.0 license.
Intro to developing for Space Station 3D!
This page outlines the guidelines for contributing to the SS3D project. If you have any questions, feel free to ask on our discussions page or discord server.
The game itself is made in Unity and written in C#, check out our C# style guide. We use FishNet for networking.
For art contributors, read through the subpages under this page, then head over to the .
You will need the correct Unity version to run the project. There are two ways you can acquire it:
Check what our current Unity version is, then find that specific version in the Unity download archives below.
Download Unity Hub, then open our project using the hub and it should auto-detect our Unity version and prompt a download for that version.
To avoid having to update the current version in this document every time it's updated, we will just point you to the version file instead.
When (re)naming files and folders always do so using , this makes naming consistent which helps with organization and clarity.
LockerDoorAnimationController.file
Locker Door Animation Controller.file
lockerdoor animation controller.file
AnimationController - LockerDoor.file
Also, acronyms should be treated as words. For example:
JanitorIdImage.file
NOT
JanitorIDImage.file
To get a hold of the project, you need a git client. Git is the software that manages the source. GitHub is the website that we use to host it. If you are new, is easiest for beginners.
The game repository is the only primary repository the most of the contributors will be working on. The game is made by a collection of both artists and coder, the two groups couldn't do it without each other.
The art repo is the one repo where artists can get away from the coders for a bit contribute source files as to make it easier for editing an art asset later. (This repo may get nested into the game repo, reducing work to export assets to the game from here.)
The server repo is where know one dares to look we host the central server which, as you might have guessed, handles the multiplayer networking.
Ah the infamous website repo, if you can't guess this one then we're no longer friends is where we develop and host our website from.
Explain the problem clearly and include any additional details to help maintainers reproduce the problem:
Use a clear and descriptive title for the issue to identify the problem.
Describe the steps to reproduce the problem as specifically and detailed as possible.
Describe the behavior you observed and point out the problem with that behavior.
Describe the expected behavior that should happen instead.
Include pictures/videos to show the steps taken to demonstrate the problem.
Include your game version and OS to help track if the problem is version specific.
Include your game settings to help track if the problem is settings specific.
If the problem isn't triggered by a specific action, describe what you were doing before the problem happened.
Pull requests allow the maintainers to review any changes and verify they are wanted and don't break anything in the existing project. Similarly to issues, you should use the template when making a new PR and provide as much detail as possible.
Pull requests should merge into the develop branch.
The title and description should be clear and concise.
If the PR is attempting to fix an issue, reference the issue number in the PR description ("Fixes #number").
Include pictures/videos in your pull request whenever possible.
Our GitHub issues can be self-assigned using basic commands (see below). This is helpful for contributors to claim an issue without the assistance of a maintainer.
Type the following command as a comment on the issue in question.
Assign me
- assigns you to the issue.
Unassign me
- unassigns you from the issue.
Use the present imperative tense ("Add feature" not "Added feature", "Move cursor to..." not "Moves cursor to...").
Limit the first line to 72 characters or less.
Reference issues and pull requests liberally after the first line.
To start contributing via GitHub, first you should fork this GitHub repository, using the 'Fork' button in the upper right corner of this page. Naturally, this requires a GitHub account. You will commit your changes to your fork and then make a pull request to merge it into our repository. Learn more about pull requests .
Over time your fork will become outdated as the main project's repository continues to be added upon. GitHub has made a on how to sync your fork, to keep it up to date with the SS3D repository.
Before reporting a bug, please check the to see if the bug has already reported.
If you are unfamiliar with issues, GitHub has a helpful guide . Use one of the templates when creating your issue, as the information it requests helps you help us help you more efficiently.
If you're reporting a game crash, include a crash report with the error log. It's location depends on your operating system, so follow .
Most of our project lives in this folder and as a result we need to keep it organized. As you may have guess the folder itself it broken up into various sub folders. Here is the ruling:
This folder is for storing builds and their related assets like .bat files which we currently use for running the game as a developer.
Documents is simple, it stores the basic documents for the repo.
ProjectSettings stores all various settings and managers for the project.
Object type sorting is specific to object-related assets. Which is all assets in the Art folder and many in the Content folder.
(and art repo) are organized the same as the Art folder on the game repo. First sorted by asset type, then by object type. Not all folders will have all types.
(The first 4 types in the list below are where 95% of common objects are kept.)