129 lines
5.7 KiB
Markdown
129 lines
5.7 KiB
Markdown
# Contributing Guide
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Thanks for helping build **AR Room Scanner & Furnishing (iOS‑first, Unity 6.0 LTS)**. This doc explains how to set up your environment, propose changes, and keep the project healthy and fast.
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## Table of Contents
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- [Project Setup](#project-setup)
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- [Branching Model](#branching-model)
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- [Commit Messages](#commit-messages)
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- [Pull Request Checklist](#pull-request-checklist)
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- [Coding Standards (C#)](#coding-standards-c)
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- [Unity Guidelines](#unity-guidelines)
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- [Scenes & Prefabs Rules](#scenes--prefabs-rules)
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- [Feature Flags](#feature-flags)
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- [API Config & Secrets](#api-config--secrets)
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- [Testing](#testing)
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- [Performance Budget](#performance-budget)
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- [Git LFS & Large Files](#git-lfs--large-files)
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- [Releases](#releases)
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- [Code Review](#code-review)
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- [Smart Merge](#smart-merge)
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---
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## Project Setup
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- **Unity**: 6.0 LTS (URP template).
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- **Platform**: iOS (Metal only). Switch platform before importing heavy assets.
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- **Packages**: AR Foundation 6.x, ARKit XR Plugin 6.x, (optional) XR Interaction Toolkit 3.x.
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- **Folder layout** is under `Assets/_Project/...` with `.asmdef` per root module.
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- Keep `Settings/` (URP and project assets) and `Packages/` committed.
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- Enable **Visible Meta Files** and **Force Text Serialization**.
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## Branching Model
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- `main`: protected; always releasable.
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- Use short‑lived branches: `feature/<topic>`, `fix/<topic>`, `chore/<topic>`.
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- Rebase or squash merge to keep history clean.
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- Tag releases with SemVer (e.g., `v0.1.0`).
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## Commit Messages
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We use **Conventional Commits**:
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```
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feat: add room mesh exporter (OBJ)
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fix: avoid collider spike when updating sharedMesh
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docs: update iOS build steps
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refactor: split placement into service + controller
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perf: decimate combined mesh when >3M tris
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test: add domain unit tests
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build: bump ARKit XR Plugin to 6.2.x
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ci: cache Library on CI
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revert: revert placement snapping change
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```
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Scope is optional (e.g., `feat(placement): ...`).
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## Pull Request Checklist
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- [ ] Builds in Unity Editor and exports to **Xcode**.
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- [ ] Tested on **real iOS device** (LiDAR when feature needs it).
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- [ ] Scene follows **hierarchy rules** (see below).
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- [ ] **No per‑frame allocations** in hot paths; profiled once on device.
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- [ ] `.asmdef` references minimal and correct; no upward dependencies.
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- [ ] Updated **README/CHANGELOG** if user‑facing behavior changed.
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- [ ] Added/updated **tests** (Domain: unit; ARRuntime/App: playmode/manual checklist).
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- [ ] **No secrets** or hardcoded URLs; use `ApiConfig` ScriptableObject.
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- [ ] Large binaries are tracked by **LFS**; unnecessary assets removed.
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## Coding Standards (C#)
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- Namespaces by module: `App.*`, `ARRuntime.*`, `Domain.*`, `Infra.*`.
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- Prefer `readonly` fields, `record` for immutable DTOs, `TryGetComponent` over `FindObjectOfType`.
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- Avoid `new` allocations in `Update`; reuse buffers/lists (`.Clear()`).
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- Use `async/await` for API; timeouts & cancellation tokens where sensible.
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- No logic in `MonoBehaviour` constructors; use `Awake/OnEnable/Start`.
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- Guard nulls; avoid exceptions for control flow.
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## Unity Guidelines
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- One **Main Camera** under **XR Origin**.
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- `ARMeshManager` **must be a child of XR Origin**.
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- Keep **AR managers** grouped under a child GO (e.g., `AR Managers`).
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- Update **MeshCollider.sharedMesh** only when the combined mesh changes.
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- Place assets under `Assets/_Project/Art/...`; avoid dumping in root.
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- Use **prefabs** for placeable furniture; include colliders at authoring time.
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## Scenes & Prefabs Rules
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- Scene names live in `Assets/_Project/App/Scenes/`.
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- Do not reference Sample assets. Delete `SampleScene` once the project boots.
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- Minimal global singletons. Prefer scene‑local controllers in `App/Controllers`.
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- Prefabs: no missing scripts; default layer unless a dedicated layer is needed.
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## Feature Flags
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- Compile‑time defines:
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- `LIGHTSHIP_ENABLED` → compiles `Detectors.Lightship/` only when set.
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- `ROOMPLAN_ENABLED` → future native bridge for RoomPlan.
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- Runtime toggles: ScriptableObject `ProjectFeatures` (in `Infra/Settings/`).
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## API Config & Secrets
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- `Infra/Settings/ApiConfig` contains the base URL and timeouts per env.
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- **Do not commit secrets** or production keys.
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- For iOS, additional entitlements (e.g., iCloud) should be added in Xcode per‑target, not committed if secret‑bearing.
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## Testing
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- **Domain**: unit tests (EditMode).
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- **ARRuntime/App**: PlayMode tests + manual device checklist.
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- Provide a short test plan for PRs affecting scanning/placement.
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## Performance Budget
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- IL2CPP, ARM64, **Metal only**.
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- URP: SRP Batcher ON, MSAA 2x, mobile shadows.
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- Mesh combine every **1–2 s**; consider decimation > 3M tris.
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- Avoid large textures where not needed; prefer 2K for preview.
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## Git LFS & Large Files
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- Track large assets: `*.glb, *.gltf, *.obj, *.fbx, *.psd, *.exr, *.hdr, *.tga, *.tif`.
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- Keep big room exports outside `Assets/` in a top‑level `Scans/` folder (LFS‑tracked) to reduce Unity import cost.
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- Use **LFS locking** for shared binary assets when editing (`git lfs lock` / `unlock`).
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## Releases
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- Bump version using **SemVer** and update **CHANGELOG.md** (Keep a Changelog format).
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- Tag the commit (`vX.Y.Z`) and create a GitHub Release with notes and device compatibility.
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- Attach build artifacts as needed; Xcode projects are generated from Unity.
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## Code Review
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- At least **1 approval** (or 2 for risky changes).
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- Reviewers check: compile/run on device, profiler snapshot, GC allocs, scene hierarchy, asmdef deps, docs updated.
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## Smart Merge
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Enable Unity SmartMerge globally:
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```
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git config --global merge.unityyamlmerge.name "Unity SmartMerge (YAML)"
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git config --global merge.unityyamlmerge.driver "<UnityPath>/Tools/UnityYAMLMerge merge -p %O %A %B %P"
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```
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Ensure **Visible Meta Files** and **Force Text** are set in Unity.
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