Documentation:EML Project Documentation Template

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Emerging Media Lab
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About EML
A collaborative space for UBC faculty, students and staff for exploration of emerging technologies and development of innovative tools and solutions. This wiki is for public-facing documentation for our projects and procedures.
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Emerging Media Lab Project Documentation Template

Use this template structure when creating documentation for EML projects. To get started:

  1. Edit this page by clicking the tab "Wikitext" at the top of the screen. (Not "Edit"!)
  2. Select all the text in the text box and copy it to your clipboard.
  3. Click "Create a new page" on the left sidebar of this site.
  4. On the "Create a new page" page, click "Documentation".
  5. Give your new documentation page a title.
  6. Paste the copy of this page into it.
  7. Save the page.
  8. Make your changes to your new page.
  9. Go back to the main Emerging Media Lab page and make sure there's a link to your new project page.

Easy! (Remember: if you run into any trouble, ask an EML staff member for help.)

Introduction

  • Summary of the project
  • Why is it important
  • What was the problem you were trying to solve?
  • What story do you want to tell?

If you have a case study video, include it here.

Primary Features

Provide an overview of the key features of the project and what they do.

Methods

Discussion

Findings

Provide a top level overview of the major challenges encountered and how they were addressed.

Challenges

Provide enough information for a first time user to get up and running.

Code

  • What version of Unity is required to build this?
  • Where on GitHub can we find the code? (If it's not on GitHub, why not?)
  • Add a section explaining:
    • What third-party assets need to be added to the project? What are their locations on the EML Teamshare?
    • What the third-party asset does
    • Why the third-party asset is needed.

Art Assets

Provide information on any artwork developed for the project. This could includes scenes, controllers or assets.

Libraries

What third party assets and plugins were used in the development of this project? Please thoroughly list all of them.

A section regarding Unity Engine components and art related elements pertaining to that Prefab or Gameobject

  • What components need to be present in the Prefab or Gameobject for the feature to work properly (eg. Rigidbody and Colliders)
  • Why the components are needed
  • What tags or layers the Prefab or Gameobject needs to be set as and why
  • Any additional special notes or quirks about the GameObject or Prefab

First Time Setup Guide

  • Provide enough information for a first time user to get up and running
  • Known Issues affecting functionality or stability of the program

Poster

Upload a pdf link of your poster to the wiki. An editable version of the document is preferred.

Development Team

Include everyone who worked on the project and their role.

FAQ

As the title suggests

Bibliography

Provide enough information for a first time user to get up and running.

License

MIT License

Copyright (c) 2023 University of British Columbia

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Last edit: May 18, 2023 by Daniel Lindenberger

Some rights reserved
Permission is granted to copy, distribute and/or modify this document according to the terms in Creative Commons License, Attribution-ShareAlike 4.0. The full text of this license may be found here: CC by-sa 4.0
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