#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 2 of 1

stiff axle
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How to fix

hollow sable
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Hi, guys! We are working on a cartoon game in which we have multiple variations of the same asset in terms of textures (mainly colors, but also some details combined). Which is the better way to proceed with this? Different textures (I think it consumes lots of space)? A gray scale that multiplies with albedo inside the material? Another one? Thanks in advance ๐Ÿ™Œ๐Ÿป.

fluid oak
hollow sable
hollow sable
languid coyote
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can anyone please help me, every time i press everything disappear from scene but not UI, this all happened when i added a new scene and put them in the "scene in build"

primal plume
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how to find my original scene

lime pollen
outer halo
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You shouldn't be "figuring it out", you should be learning how Unity works and applying that learning to your idea.

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Start with the Unity Learn tutorials pinned in #๐Ÿ’ปโ”ƒunity-talk, or if you don't have the patience for learning Unity, at least look up how to use sprites in Unity.

true geode
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So I'm sure this is some silly setting error, but I'm importing a cube in from blender as part of a scene, but the UV mapping seems to be off by exactly 0.5

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Anyone might know what the issue is?

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The material is just a basic lit URP material with the texture as its only input

fluid oak
true geode
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The UV was centered in blender for some reason

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Thank you

woeful escarp
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Whenever I export my mesh as an fbx from blender for use in unity, it always ends up not rendering some of the faces

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if there anything I could do in blender or unity to solve this issue?

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just looked at in blender and it looks like my normals are completely jumbled

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nvm

visual reef
# woeful escarp nvm

Yeah, it's normals! But even if you get them right in blender, sometimes you have to select specific faces and 'flip normals' until it looks right in Unity.. do not question it !

glacial vector
#

I recommend turning on backface culling in blender so you can see the issue there already

marsh loom
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How would I replace all prefabs of [name] in the scene with another prefab, while keeping the transformations of the placed prefabs?

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It's too many to do with Alt drag ๐Ÿ˜ฆ

marsh loom
primal plume
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how can i not moving the background sword, when i animated my hand? its seem like attached bone, when i animate the hand part the back sword will follow?

primal plume
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anyone know how?

pliant elm
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how do you guys re-import an updated model when I needed to change stuff in my modeler?
Re-import doesn't seems to do it.

fallen harbor
primal plume
misty lantern
primal plume
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couldn'tsee my progress

misty lantern
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As long as the name and location match perfectly

primal plume
lime pollen
thin silo
primal plume
raven nova
#

Hello all. When using urp its been easy to upgrade the materials, but in HDRP I cant seem to find an option to upgrade materials in project to HDRP.

Is it not possible, or am I missing something ?

frigid widget
#

or did you go from build in to URP to HDRP ?

fluid oak
dense horizon
keen sleet
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I imported this .fbx from blender, but I can't do anythign to the armature/mesh/UV map. Why is everything greyed out?

kind umbra
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hello

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should my rectangle look like this?

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jaggy like thayt

dense horizon
keen sleet
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you got it

blissful relic
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you can use anti-aliasing to smooth them

dense horizon
# keen sleet you got it

It's getting better day by day.
I learn with the tutorial series of Kendra Games.
The basics for a platformer

fluid oak
kind umbra
fluid oak
kind umbra
#

it's at 1x

kind umbra
#

is it normal to be like that?

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or did i mess something up?

shut reef
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sometimes it looks fine when you build it

kind umbra
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yah i was thinking that once i do that it might change it

shut reef
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worth a shot i suppose

kind umbra
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never built something that wasnt for mobile before

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ill just wait until i get further with it

blissful relic
kind umbra
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where do i find that?

blissful relic
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Uhh its somewhere in project settings, quality I think

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it might be a bit confusing at first

kind umbra
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its alright

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worse comes to worst

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googling tiome!

fluid oak
wise jay
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When I look from a certain angle, the leaf becomes invisible even though it's there. I have render 2 sides on so thats not the problem

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I'm using the transparent surface type, I'm guessing it has to do with that

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I thought that I could make a simple shader graph to remove the background in the image myself, but it's already a png with no background

glacial vector
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Try setting the blending mode to cutout @wise jay

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This is issue is a result of several layers of transparency on the same mesh

wise jay
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I don't have that option

glacial vector
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Surface type then maybe

wise jay
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I'm using URP, if that's important

glacial vector
#

Aha it's the alpha clipping checkbox

wise jay
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Ah

wise jay
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Just increasing the value removes a bit more of the sides, but it doesn't make it look good

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I've had this problem in so many occasions but have still never found a solution

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oooh I might have the solution

wise jay
glacial vector
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Great, yeah it's a bit different in the old render pieline

teal orbit
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Anyone have best practice tips for adding grass/foliage to your environments? At the moment, I just have grass sprites with transparent backgrounds mapped out to some planes that are bunched together and I just place them around.

I've heard about performance costs of overdraw due to the transparent backgrounds, but wasn't sure how negligible that actually was. My levels are also extremely low poly.

eager mist
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anyone knows why i dont have a list of asset packages in Assets > Import Package. pretty sure there should be a list

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there aint any

manic coyote
eager mist
manic coyote
eager mist
lime pollen
candid python
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Hey hi, sorry if this is the wrong channel, not sure if this question belongs here or in one of the Graphics channels, but I'm having an issue with a model and a normal map.

I have a model in Blender with a little fingerprint texture on it to give a claymation vibe, but when I try to import the fingerprint texture into Unity, it wraps very weirdly and I don't know how to fix it. Any help would be greatly appreciated.

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It also happens on the face as well

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Here's what the Material panel looks like. I've tried messing with the Tiling, Offset, Smoothness, Source, even the Rendering Mode

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None of them seem to accomplish what I'm trying to do.

supple osprey
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need help with a 3d model problem.
Im importing models from maya. but the custom pivots wont stay. Unity is only using a world/object pivot. and its just poiting according to the world coordinates. ive got a custom 45 degrees on an object, but its not importing it. any reason why its doing that?

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(the texture isnt the one i should use. this is just a test piece)

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the pivot origin positioning is right, but the angle is off.

supple osprey
candid python
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It's the same exact texture that is being used in Blender

supple osprey
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and the UV?

candid python
supple osprey
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didnt you UV it?

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unwrap the models UV?

candid python
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I commissioned the model, so I have no idea if it's been UV'd or not

supple osprey
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hmm ok. i dont know blender, so i cant help you there.

candid python
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I assume it would be like one of those unwrap type things where the entire textures of the model are on a single image and the face looks weird

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But the thing is, the model doesn't have textures, it uses colored materials

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This is the only texture there

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(Aside form a heart on the chest but that one's already handled)

supple osprey
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if you just added color then its no problem if its not unwrapped. but you need it to be unwrapped if you added on textures

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i can check if its UVยดd. but i need the model for it.

candid python
supple osprey
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go ahead.

fluid oak
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You could probably use triplanar projection in the shader if you have no UVs; that would avoid seams like and even out the texel scale but could introduce other artifacts.

supple osprey
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or was half done UVยดd anyway. alot of UVs on the same space.

lime pollen
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Yikes

tame scaffold
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Anyone know how this effect was achieved in Children of Morta? It's like a pixel art x-ray.

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Or, maybe even just what this is called so I can look into it further myself

frigid widget
# tame scaffold Or, maybe even just what this is called so I can look into it further myself

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tame scaffold
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Ah yes perfect! So it's a "renderer" doing this. I'll check it out, very much appreciated.

fluid oak
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The LWRP has been replaced by Universal Render Pipeline(URP) and render features can just be added directly to your URP settings asset

tame scaffold
fluid oak
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And if you are not using URP, I'd look up material 'stencil testing' pass

primal plume
lapis elk
#

If this is not working, you have to recreate the prefab

dense horizon
#

Mhh
The right Shoe is invisible.
Does anyone know how I can fix that

glacial vector
dense horizon
#

The Scale is at 1. I did it again but nothing changes ๐Ÿ˜’

lapis elk
dense horizon
glacial vector
#

That should do it

lapis elk
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Just have a look if they are inverted or not ^^

dense horizon
#

Thanks all.
The dog wants to go out.
I try it later

spark raptor
#

hey how can i cut shapes into meshes? i want to cut a rectangle in my wall plane to place door in here

primal plume
dense horizon
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The normals where the problem.
Thanks again.
@primal plume Maybe your prefabs are in the explorer.
Today I learned to update my models in the explorer.
That was one of my biggest problems

merry fiber
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Hey, I recently made two models in blender.
For the first model I:

  • Created a base
  • Then in Edit Mode added another cube to start making the piece above the base.
    For the second model I:
  • Used the Base from the previous model
  • Made a new cube outside of edit mode (Aka they are treated as separate objects in the Blender inspector)

When I bring the object into Unity, the first object is treated as one model, whereas the second object is treated as two models and has the second model as a child of the Base

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How do I make it so that the model is imported just like the first one? Parenting the Piece to the Base didn't help, it's still two different Game Objects in Unity

merry fiber
blissful niche
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has anyone purchased 3d models from artstation before? im looking to buy some archviz assets and I'm wondering if they usually come UV mapped

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i'm not good at that stuff :9

candid python
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Hey hi yes, small question, I'm trying to import my model into Unity but it's not detecting any of the shapekeys I've set up at all, even though they are working perfectly fine in Blender.

candid python
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The shapekeys are attached to the body itself, could that be a reason as to why it's not locating the shapekeys?

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These are all the shapekeys attached to the body itself and the eyes, but no matter what I can't find any way for Unity to take these shapekeys with it, even though other model's shapekeys do transfer over.

fervent breach
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Wacky, planes inside a transparent texture showing even through non transparent ones

twilit basin
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How can I stop the texture stretch and make it repeat along the object?

misty lantern
lime berry
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Currently I'm trying to modify an avatar. I imported the FBX file into Blender, made the changes, and reimported the FBX file back into Unity. The problem is, the avatar is now invisible. I'm not sure what I can do.

merry elk
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Hey all, does anyone know what is the main difference between using Default texture type and 2D and UI specifically for images that are used as a background ?
by looking at the docs. it seems like both options are very similar :
https://docs.unity3d.com/Manual/TextureTypes.html

for instance this straightforward if it's a normal map ๐Ÿ‘
But if it's a png image used as a background, should it stay default or be Sprite
also if it's a texture atlas - should it be default as well ๐Ÿค”

flint wasp
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Sooo.

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My 2d assets pixelate at an zoom level of 1 when in the game scene.

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In the project scene it can zoom in much more before pixels appear.

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Why so and what can i do to make my assets look better?

fluid oak
merry elk
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Cool ty

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Does anyone here know whatโ€™s the difference between texture packer and unity atlas tools?

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Which one is better

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Also are there additional resources on how texture packs are used

twilit basin
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I have a gap between the lines on sphere but texture is seamless. How can I fix that?

twilit basin
final ferry
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hey, i have a question about splitting a sketchfab model

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how do i split the pants, cap, and torsos from each other

swift estuary
molten arch
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Please help

There's a material that I want separate but I don't need to make an atlas of it since there's nothing to combine with it. Since its just a material it doesn't embed with the model when I export it. When I try extracting the textures I only get the atlas texture I created while the material I want separate that DOESNT have an atlas of it does not appear.

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so basically any material that I don't atlas doesn't pop up when I extract textures

lime pollen
molten arch
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but I didn't bake it

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How would I go about baking it

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Should I bake the atlas?

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I'm using the CATS addon

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for VRchat avatars

lime pollen
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not super familiar with blender but it should be pretty easy to look up how to do it

molten arch
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So I just have to bake the texture

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thats it

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thats pretty straight forward, sounds easy.

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hopefully this works

woven epoch
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Question: if I rig something in blender, will it be rigged when I move it to unity?

woven epoch
lime pollen
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bone influences will transfer over but not controls

robust hull
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where can I get this kind of models?

fluid oak
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Megascans, probably.

eternal linden
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Hi. I don't know if this is the correct place to ask, but how can I fake the shadows of a moving object please? I've tried the decal projector but it literally dropped the performance 50%

eternal linden
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for URP btw

fluid oak
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@eternal linden so you can't just use shadows?

eternal linden
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nope, they use too many resources because it's a VR game and the hardware is not too powerful

fluid oak
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You'd probably get more answers if you asked in the right channel.

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Have you tried a negative light?

shadow cradle
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if ps1 can draw shadows I don't see why your hardware can't

fluid oak
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While I agree, I haven't worked with the hardware so I'm not about to get into that technical argument

eternal linden
lapis elk
eternal linden
lapis elk
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A blob shadow is just a 2d plane on the ground.

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With a blurred black circle that looks like a shadow

eternal linden
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yes, but why does it not work in my project then? Like, why do I get that warning?

lime pollen
lapis elk
eternal linden
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but that plane needs to be in the ground all the time and has to adapt to different shapes of the ground, so a normal plane with just the blurred black circle wouldn't work. Sorry if I'm not understanding something

misty lantern
misty lantern
eternal linden
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That's just the problem, I am trying to find something else because literally adding this thing drops the fps to half I don't know why

misty lantern
eternal linden
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I'll try that thanks

eternal linden
misty lantern
eternal linden
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I don't think so, I think it uses the forward one, or the default one at least

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okay still performance drops idk why ๐Ÿ˜ฆ

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guess won't be able to use it

misty lantern
eternal linden
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I don't really have much room to work with, so everything I do has to be as optimized as possible. The thing I don't understand is why the URP decal projector is just destroying the performance so much

fluid oak
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You can understand why shadows projected onto the geometry hurt performance but can't understand why projecting images onto geometry does?

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I mean, if you asked in a relevant channel and mentioned what hardware you were using, someone might be able to tell you.

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Most likely, enabling decals disables some optimization, like disallowing single pass forward rendering.

outer halo
#

@dim forum There are no job posts here. You can use the forums for that.

tribal ravine
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i really suck at Texturing/UV Mapping

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but i would say im pretty good at 3D Modelling

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so i dont know what to do, Should i make a Game with like 2 Colors or something?

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Monochromatic Game?

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or should i force myself to somehow wrap my head around getting actual good looking Texturing in my games

hoary kindle
wise jay
safe parrot
#

Which one of these is the best pickup art or how to improve it

wise jay
safe parrot
wise jay
#

Ohh

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like an upgrade or something

safe parrot
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ammo refill

wise jay
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Ahh

misty lantern
#

The most important is to communicate 1. what item it is 2. how to interact with it

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Can't quite recognize what that's meant to be

wise jay
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@safe parrot I'd say, make it a more military ammo box style image. Kinda like the one in the image, but it of course depends what the game style is and what it's about.

misty lantern
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If you need to press a specific button to interact with it when the graphic is showing, it may be helpful to make it look like a physical button which inherently communicates its function

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But there rarely are perfect solutions

safe parrot
wise jay
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that's.... not a lot of information on the visuals. How does the rest of your game look like?

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Is it like the early mario games?

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Or more retro styled?

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Or like doodle jump?

safe parrot
final ferry
#

hey, i have a question about splitting a sketchfab model
how do i split the pants, cap, and torsos from each other

final ferry
safe parrot
safe parrot
final ferry
#

anyone know why the jacket is see-through once it's put on the model?

tribal ravine
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Also is there any good Tutorial on Texturing?

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i struggle with Texturing Walls/Floors for maps

misty lantern
wise jay
wise jay
# tribal ravine Can you elaborate on this

In some games, the character or npc's for example, look very realistic, though the other assets look like dogshit. That inconsistency in graphics is very bad because many people don't like it (and it will look unrealistic). You should make sure your game is in the style and the textures look similar

safe parrot
tribal ravine
safe parrot
safe parrot
#

is this good?

tribal ravine
#

or a green dil**

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Can you give some context

safe parrot
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But I will again

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It is an ammo refill pickup that you run into and pickup and it disappears

misty lantern
# safe parrot is this good?

I really can't tell what that exactly is
But if you clarify the significance of that green and purple shape through gameplay elsewhere, it doesn't necessarily have to be so immediately obvious

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Also, in the larger screenshot this graphic seemed much smaller and harder to distinguish than other objects

safe parrot
misty lantern
# safe parrot I can make it larger

Something to consider is that usually you'll want every graphic to have the same visual resolution, or pixels per unit
This makes everything appear consistent and in pixel art style graphics visually more clear

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Something you would think about in the beginning rather than mid-project, though

safe parrot
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I thought about it at the beginning

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I just think its too big now

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I will make a new one

west grove
#

Not sure if anyone here does this but...

I am confused on the workflow to go from blender with UDIMs -> marmoset for baking -> substance painter. Was wondering if anyone has the correct workflow.

Marmoset requires everything to be in the 0,1 space and it separates by different materials. So I have 2 UV tiles so I put them both overlapping in 0,1 with different materials -> baked the maps -> exported an FBX with the same material and uvs in correct spot 0,1 and 0,2 but the problem is I have 2 sets of each map I need to plug into substance. Not sure how to resolve that?

weak nimbus
#

hey, i dont know if this is the right channel for that but is there a way in blender to merge a number of meshes into 1 while in edit mode?
this is 1 mesh while im not in edit mode because i joined it with the bool tool but when i go into edit mode it is still separate pieces but i want it to be 1 mesh without the lines, is that possible?

lapis elk
#

mark both and press M

lapis elk
#

you can also select all and merghe by distance

soft sedge
#

Can I add one material to a lot of models at the same time?

wide yew
#

Anybody an idea, where I can find (synthwave, retro, cyberpunk like ) traffic, environment assets.

undone igloo
#

all my 2D pixel art assets are in 32x32 but they dont scale into full HD properly, what should I do? (some pixels getting bigger than others)

eager mist
#

This might be a very novice question. But, I'm having some issues with texture maps. The texture image that I have imported does not seem to align to the object. I tried toying with the tiling (No luck). Anyone have a solution?

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Not sure if Iโ€™m posting this question in the right channel ๐Ÿ˜…

woven epoch
white kestrel
#

Does Aseprite support layers? Pixel artists I work with seem to have trouble exporting UI layers, almost like they are not working with a layer workflow to begin with

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I also get a lot of uncropped images, and animations that are not lined up on a pixel grid

zealous sphinx
#

Hi, is there a way for Unity to automatically create a material and assign the corresponding textures when I import a new model to the project? (URP project)

weak nimbus
#

Hey, does anyone know any websites where i can buy splashart style art for my games? something like giant spider, snake orcs, dragons etc?

misty lantern
eager mist
golden sigil
#

what is the best reference resolution for mobile 2D(+ hopefully pixel perfect) landscape game? some people say to use something small like 360x800, some people say 1920x1080 is what they use... I'm stuck changing objects' positions and size only to get them out of screen in other resolutions now. Please, if possible, help.

fluid oak
gloomy prawn
#

Hi~ Is something specific required when exporting/importing a mesh from Blender into HDRP that isn't for URP? I am trying to follow some tutorials for billowing grass, and it appears when imported straight over in the URP as an asset, but in HDRP it's a blue box, and in the scene is invisible. Tried re-exporting it and searching, but a bit new to this.

zealous sphinx
frigid widget
#

Can you show what you mean by blue box?

robust hull
#

are these quixel asset really for free? can I use for games?

fluid oak
primal plume
#

anyone know how to resolve this? missing prefab with guid

woven dome
#

Add the prefabs again

lapis elk
#

Reimport prefabs is the only way i know

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or change the GUID in the meta file manually

primal plume
lapis elk
#

Is the prefab still existing in your Project folder?

primal plume
lapis elk
#

rest is gone?

primal plume
primal plume
lapis elk
#

And you created a prefab from this psb?

primal plume
lapis elk
#

No ๐Ÿ˜„

primal plume
lapis elk
#

Looks like you did not create a prefab, if you dont know what it is ^^

lapis elk
#

What was this gameobject that is missing?

primal plume
lapis elk
primal plume
#

in the folder

lapis elk
#

then just delete the missing one and use a new one

primal plume
primal plume
primal plume
lapis elk
#

I have no clue what you have done

primal plume
#

i was doing a 2d gaming

primal plume
#

after that i save it,

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the next day open up become like this

lapis elk
#

show me the inspector of the Character Unity missing prefab

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is there still something attacked like the animator, if you animated it?

primal plume
primal plume
#

only

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just want to test it out

lapis elk
#

u can reuse all of the stuff there

primal plume
primal plume
lapis elk
#

Just add your psb like you did before and copy the components from the old one with the missing prefab to your newly added one

primal plume
#

LOL

primal plume
lapis elk
#

๐Ÿ˜„ np

shell walrus
#

Github + Blender + Unity: Does anyone create their Blender assets right alongside their Unity project in a github repository? What best practices are out there for Blender + Github (or does everyone just keep it out of git until the asset is done)?

gloomy prawn
frigid widget
gloomy prawn
gloomy prawn
#

If I'm running through that process again - is FBX the best file type to use? The documentation seemed to point at it being a general use type

frigid widget
gloomy prawn
frigid widget
gloomy prawn
#

Hm, same result. I think it's likely I don't have my global settings correct, or I may have goofed up when creating the new project. I'll have to troubleshoot it more after work, thank you for the help though, I really appreciate you. ๐Ÿ™‚

eager mist
#

how to brush prefab in 2019

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nvm

barren stump
#

how can i fix that the sprite looks like this when rotated?

lapis elk
barren stump
# lapis elk Try Anti Aliasing

but where? i looked for it already but cant seem to find, would have expected it in the post process volume but it isnt there

barren stump
#

it only says off/graphics settings, so i assume those graphics settings are in the project settings

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well ok but how do i know what graphics quality the game is displayed in or how do i change it?

fluid oak
#

Project Settings > Quality

frank cargo
#

Hi all, I don't know if this is the proper place to ask but I want to re-create Atari's River Raid. So I found the attached spritesheet online but I don't know how to extract the individual elements

visual reef
lapis elk
primal plume
#

how do i install this 2d platformer controller in my unity?

misty lantern
primal plume
#

i just drag into the folder like what u are saying

#

sorry i totally newbie @_@"

misty lantern
misty lantern
dusk knoll
#

can anyone help me export a 3d model from blender to unity

#

been trying for hours but end up having the model having no textures

misty lantern
somber otter
#

Yo guys im making a 2D top down game but idk how to make tiles and stuff (been using premade stuff up to this point but wanna make my own now for example grass,terrain etc..)

misty lantern
#

"how to make tiles" is pretty vague
There are many steps to this process, and many guides for them too

limber patio
#

Can I draw over/edit free assets I find on websites like "opengameart.org" (with credits given, of course)? Or is that a no go?

woven dome
#

Depends on the asset's license as always

autumn prairie
#

Hi i have modeled a tree in blender however when i inport it into unity the textures are completely gray for reference here is a side by side, and my export settings

long stag
#

anyone know why face isnt properly being put on? .fbx shows it fine in 3D viewer

lapis elk
long stag
lime pollen
#

Looks like a uv issue

long stag
#

Anything to fix that?

lapis elk
#

its nearly impossible to help with this amount of information ๐Ÿ˜„

long stag
#

I dont know what to give for information, i just notice something is wrong, you asked for a correct face which I showed, if you need more just say what you need and I can provide it

lapis elk
#

Okay. You said its looking correct in 3D Viewer? Which do you mean?
If its a UV problem, show me the UV of the face and the texture pls ๐Ÿ™‚

fluid oak
long stag
lapis elk
#

cant tell from distance.. if you want send me the model and the textures via PN and i have a look

lapis elk
#

This model has 2 set of eyes. One Green set and one Grey set. And they seem to overlap each other

long stag
#

what does that mean?

dry geyser
#

Not allowed to access triangles/indices on mesh 'wallBottom_A' (isReadable is false; Read/Write must be enabled in import settings) UnityEngine.Mesh:get_triangles ()

does anyone know if its possible to take this mesh / model in a text file and mark some flag or property to make it writable? I looked in Unity in the properties and there is no ability to toggle it. I have a addon that handles meshes and navmeshe (A*) and it is unable to mark this file as writable.. even though it was able to fix a few other ones it complained about. Or can i open this mesh in blender and re-export and it will be readable then ?? thanks

dawn sentinel
#

If you exported a texture from Blender, then import it separately in Unity

dapper spade
#

Greetings all!
I am a 3d animator, but I am at a shop that has a whole new cast and crew.

I am looking for information on rigging characters for Unity.
Base package will be Maya (several cuts), and possibly Blender.

I'm looking for information on getting characters FROM Maya into Unity.

Is there a rigging or advanced animation channel around here?
Anyone wanna answer a few simple questions (in DM is fine)?

lapis elk
dapper spade
#

@lapis elk I'm actually looking for pipeline workflows for character rigging in Maya to Unity, from the Unity dev side.
I'm looking for information well beyond "importing models"

autumn prairie
marble dune
#

Does anyone know a good resource to get clothing wrinkle references?

marble dune
#

Bahaha. I have no boobs though. I'm working my female character for my game. I'm hunting through pinterest and it's normally really tight shirts.

dense oar
#

The top is the expected behaviour of Overlay, but the bottom is what I get if I dont gamma correct

#

I looked through Photoshop and could find no option to save or export without gamma baked in, and I dont want to have to remove gamma for every texture I use in-shader

#

even the output looks dark compared to gamma corrected output

long stag
lime pollen
long stag
#

is there a tutorial for fixing it? i dont know blender that well

eager mist
lime pollen
#

I can't help you personally because I don't use blender

long stag
#

Ah, okay I'll try that

dense oar
candid hamlet
#

Hello, I just imported 32by32 pixel art and the color changes. I've already looked online for help and the 32 pixels per unit is enabled and filter = Point(no filter) however the issues do not appear fixed. Left is the imported, right is the original?

outer halo
candid hamlet
#

thank, that did the trick

#

thanks*

glad bone
#

Ayo, I've got a question..
For a 2D map is it ok for me to have it just as a single image with multiple box colliders for obstacles rather than a tilemap with different layers? I have to offset some objects on the map quite often and making different variants of a tile for the tilemap every time would be a massive pain..

#

idk how is it performance wise (not much difference or a tilemap is better..?)

distant ember
#

My artist gave us these sprites (above), but when i play the game, they look like this (below). Im not really sure whats going on, as they werent doing this yesterday. How can I fix this?

#

They are 150x150, these are the import settings if thats relevant, and im using a cinemachine camera. I do not have the pixel perfect package

sonic fog
#

Ok, why does my normal map looks so weird when import it from blender to unity, I read online that it could be something to do with tangent space, but apparently blender and unity use the same tangent spaces, It could also be the bit depths, but whenever I change the tangent import settings on the rig it look like the normals shift positions.

fluid oak
#

But yes, you don't need to use tiles

fluid oak
fluid oak
sonic fog
distant ember
fluid oak
sonic fog
sonic fog
fluid oak
wicked agate
#

Hi! my character rigged in blender using rigify would it work in unity with mixamo animations if i choose humonoid in both ?

tribal ravine
#

Am i the only one that only uses Cube Projection for texturing Walls and stuff (Interior)?

#

is Cube Projection the proper way to do it?

#

What do you guys use to UV Unwrap Walls, Floors, Stairs, Fences whatever

misty lantern
#

Box projection for architecture sounds fine to me

#

(though unwrapping methods which generate more seams require more vertex data, which may or may not be a performance consideration)

tribal ravine
#

Yeah for sure it just seems like everyone's so focused on Seams and stuff, i dont know how to do that some Cube Projection almost feels like im cheating somewhere lol (in this case it might be performance issues?)

misty lantern
fluid oak
# sonic fog Yes.

And if you import the tangents and normals you get additional errors? Because usually with baked objects you want to use the imported tangents and normals whenever possible.

sonic fog
#

If I calculate the tangents in milkspace (or whatever it's called) it gets rid of the seams but the normal map looks out of place

fluid oak
#

'out of place'?

#

Like, can you show the side to side comparison or something?

sonic fog
fluid oak
#

And the important thing is that you want the same normals and tangents used to bake the maps to display the maps

fluid oak
#

I'm presuming you mean mikktspace

sonic fog
fluid oak
#

It isn't necessarily a matter of better or worse types of tangent generation; you need to have the same for the baking as for the reading. Any difference will show up as an error.

sonic fog
#

Because I baked the model using the current tangents with the only difference being triangulation and I even tried baking with triangulation and it didn't work.

#

Pre milkspace glowup

#

Post tangent grindset

fluid oak
#

I mean, if you change the tangents you are using, change them in your model before baking not after

tribal ravine
sonic fog
lapis dock
#

Hey, does anyone know why the sprite I added to my prefab appears in front of the text even though it's behind it in 3d space?

rancid vessel
#

Okay so I have a runway I made for a game
I need to export it at its full resolution which is 2250x85650
The only issue is that Unity seems to not like the large amount of pixels, giving me this issue. The issue is that I have to export the img at a much lower resolution resulting in this happening in-game rather than a crisp version of it

#

Does anyone know how I can get it to actually use the larger img?

blissful relic
lapis dock
#

If I create a new sorting layer for the text and one for the sprite and then play with the order should that work?

#

And do I have to add a canvas component to each object within the prefab?

fluid oak
rancid vessel
#

I needed a runway

#

so I made one

fluid oak
#

For a texture like that, use an SDF shader to render crisp text at large sizes with a small texture, or use modeled details instead of a giant texture.

fluid oak
rancid vessel
#

..

#

I needed a runway..

#

they are long and skinny

#

u ever seen one?

#

I needed that resolution so it would look good

#

u want me to do it at 35x2000 px or something?

#

there isn't any quality

#

you don't even know my use case tbh

#

I'm just wondering if there is a way to make it work at that resolution

fluid oak
#

It isn't just the size, it is the specific dimensions. 2250x85650 isn't a power of two so unity can't properly compress it. And it might actually be larger than unity can actually process at all outside of a compute shader.

rancid vessel
#

You can turn off that compression

fluid oak
#

Insulting me won't make your game look good.

#

Second, many gpus won't accept such a texture.

#

It is a gigantic texture with very little actual information. You don't need a ginormous texture. That is exactly what sdf shaders were invented for.

#

You also probably should be using the highest quality mipmapping and filtering options.

rancid vessel
#

I'm using it in a game I didn't create!

#

I'm just trying to export it into the game

fluid oak
#

Ok, so you didn't say that. In that case I can't magically know what kind of data the game I don't know is expecting.

rancid vessel
#

Look man if u don't want to help don't cirtisize

#

I'm sorry I was brought into your pathetic life

outer halo
#

If they weren't trying to help, they wouldn't have spent the last 10+ minutes interacting with you, don't be dramatic please.

#

Of course specifying these details are important

rancid vessel
#

It's a simple question

lime pollen
#

it is not

outer halo
#

Also, no need to insult people either

rancid vessel
#

he could literally tell me if it would be possible to use the higher texture or not

#

literally a yes or no question

lime pollen
#

not without enough details

#

but the answer is likely no

rancid vessel
#

I want to know if I can use the higher texture without it outputting this error or not

outer halo
#

Your question was: Does anyone know how I can get it to actually use the larger img?

The answer was either not to, because it's not needed, or to use SDF Shaders.

fluid oak
#

It isn't a simple question. Most GPUs won't even accept anything larger than a 4k image as a texture from unity(some will accept an 8k), and in most cases unity will enforce a 4k limit.

#

So even if you convince unity to do it, that won't make it work.

rancid vessel
#

wow wasn't that easy

fluid oak
#

I did mention that earlier, you know.

outer halo
#

They obviously don't want to hear it, let's just move on.

fluid oak
#

They don't need to be a jackass any more than they need an image larger than the nasa deep field telescopes can handle.

lime pollen
#

they're also talking about modding a game so

fluid oak
#

Anyway, you don't need super high res to get at least better results than that. This was using a super low res, low quality jpg screenshot of that texture.

lapis elk
#

LOL. How big is an 2250x85650 px texture? Like 100 MB? ๐Ÿ˜„

lapis elk
fluid oak
# lapis elk Btw. Do you have some information about the SDF Shader? Could be interesting for...
#

You can also look at the shaders TextMeshPro uses- those are also SDFs and that's how it renders nice clean text

lapis elk
#

Ah oh.. good to know that TMP is like the same ^^ i already use those

fluid oak
#

A good way to think of SDFs is like as a height map that you cut off at a certain elevation.

#

So even if the height map is kinda low detail you can still get a sharp line where you 'slice' it

lapis elk
#

Sounds good, and is a perfect idea to use for the airplane ramp ^^

fluid oak
#

Well, even a 1k texture with anisotropic filtering would probably give decent results but yes; you can make basically massive text and stuff with tiny textures using SDFs

limpid grail
#

guys

#

why is the sprite scale bigger than the image

#

?

limpid grail
#

bruh

#

scales are very weird

#

scales are very weird in unity

#

look at this

#

there is scale and size

#

and both of them change scale

#

there is also sliced and tiled

tender shuttle
#

Here, I condensed the question into one message...

so I tried importing my pixel textures into Unity, in the Editor it looks fine, but in game it looks like a few pixels stretched for some reason even though I didn't do anything else

#

now some pixels are stretched downwards?

#

what?

fluid oak
# limpid grail

Look at the image you posted; that big warning message in the middle of it answers your question.

fluid oak
tender shuttle
cosmic lion
#

Generated some sick inspiration with DALL E for my fighting game! AI is beyond my comprehension!

radiant plinth
#

so i have this silly problem that idk how to call it but basically the sprites are little higher of the ground, those are the hitboxs that i made on the player

radiant plinth
fluid oak
tribal ravine
cosmic lion
tribal ravine
flint creek
#

I've a question, is there a method to properly import 3D model assets into Unity? I tried to do so but some of the textures were not rendered and it appeared in a lower quality / resolution than the preview.

glacial vector
#

Textures need to be imported separately @flint creek

dark cape
#

Any tip what software to use to create textures for meshes?

fringe yoke
#

Or Mari

dark cape
#

thanks

#

looks like what I was looking for

eager mist
#

i made this fish. i'm learning unity by plagiarising famous games without tutorials, what's the best file format?

violet walrus
#

anythign that is lossless

eager mist
#

png it is then?

violet walrus
#

the input file format does not matter that much, since its not how things are represented in the game

#

so yeah png, tiff, targa all would be fine

#

might be easier to manage alpha if its png

eager mist
#

targa๐Ÿ—ฟ

eager mist
#

png is just generally my favourite so

violet walrus
#

yeah so use it

eager mist
#

well my go-to in any scenario

violet walrus
#

as long as there is no quality loss in the format its fine since unity will be compressing thigns for you later, and even with no compression it will be representing the data different in the build

#

the format you save with, is literally just for exchange purposes and getting the data into unity

eager mist
#

oh yeah

dark cape
#

oh wait

#

I actually sent wrong link

#

here's more relevant

#

I haven't actually came to this question myself

#

but I personally like the idea of having textures in PSD format (assuming I'll work with PS)

violet walrus
#

yeah i dislike that, tend to keep source art assets separated from the exported assets for game

#

but your workflow would depend on how you want to do things, and stuff like team size and how the project is managed

dark cape
#

Keeping art sources separates sometimes leads to unatomated import (meaning you have to export every asset into separate format and then import into Unity folder) which is uuuugh

violet walrus
#

not sure if psd's have the same problem, but putting stuff like .ma or .blend files in assets can also cause a hell of a lot of headaches for your teammates and make it hard to impossible to open the project depending on your environment setup

wise osprey
#

Hey! So I am starting to model buildings, tents and other world pieces and I am really stuck with modular assets. I don't know the standard measurements for a wall, a doorway, a window etc. Can anyone point me in the right direction ?

misty lantern
verbal iris
#

is there any L.O.D settings there ?

fluid carbon
#

Can someone help me I am trying to export my model into mixamo and when I do my colors don't show and it looks like my models texture was cut in half. Also in the blender Texture Paint mode it only shows half of my texture but it apears on both halves of my model.

verbal iris
short umbra
#

I have a tilemap and one part of it overlaps my player but the other doesnt. Why?

fluid oak
eager mist
#

why is that gross colour there around the eye and mouth? this is what it should look like (it's 64x64)

eager mist
#

ah

#

i did compression in Krita but it was lossless it said

#

as a PNG

#

what do you mean by filtering

misty lantern
#

You'll want no compression and no filtering

eager mist
#

how do i do that?

misty lantern
eager mist
#

ohhhh ok, thanks

digital kestrel
#

Hey! I have multiple textures for my terrain, each in it's own asset. Now, I'm mapping the terrain by code (kinda like minecraft). And giving a material to it. I need to create a tilemap from these textures. How can I do that? I know I can go to photoshop/other software and put the textures there, but then the resulting texture will be big/a pain to edit

tame scaffold
#

Would shadows, like those seen here in Forager, be part of the sprite itself, or a single "shadow" sprite on a shadow layer?

#

I'm thinking it's the latter for moving objects, but the former for stationary

#

So the trees would have a built-in shadow, but the moving characters would have a shadow layer

charred portal
#

I Dont understand Pixel art, Im a very hands on learner with plenty of time on my hand so i decided to go big or go home with a pixel art fighting game, but no tutorials I have seen tell me how to make characters like street fighter does, so far all I have is a story and character ideas and its ANNOYING, could someone send me a video or smthn like that

misty lantern
lime pollen
#

Lol was just about to link that

#

Even then, this tutorial will not be a substitute for general art fundamentals like anatomy, shading, lighting, etc

#

Don't expect to be making SF tier animations in a week

charred portal
#

I wasnt being that ambitous, just wanted something would help me get the general idea of how its done, thanks ๐Ÿ™‚

misty lantern
fluid carbon
#

Nevermind i got it. i just had to make the axis, bisect, and flip the x in the mirror modifier

neon briar
#

how should I design textures for a 2d unity game? More specifically, should I design them to be neutrally colored or pre-bake the intended final pixel color into the texture?

Because if I plan to allow for something like a day and night cycle that dynamically changes the color of textures, or any sort of color grading in general, then if i pre-bake a certain color scheme i'm going for in the overall scene directly into individual textures, then that will interfere with any colored lighting or color grading. But there's also no way I can guarantee the envisioned final pixel color just by using color grading on a neutral colored texture

charred portal
#

This is the base ive got for the first character 'Iris & Agony' its not the best but this is practically my first game so any advice other than adding limbs? (Because I know I need them im just having trouble with positioning.)

lime pollen
neon briar
#

@lime pollen that's specifically what I'm talking about though. I plan on using lighting, custom shaders and PP, which makes it seem like it wouldn't make sense to pre-design textures to look like their final appearance because it would interfere with those things.

For example if I envision the color scheme of a scene to be tinted blue and I use PP for that, it wouldn't make sense to pre-bake the blue into the textures because that texture would get a double dose of blue. Same for if I want to have blue light or something to affect the texture. Which is why it appears to make sense that textures should be designed to be a neutral color with the expectation that theyll be tinted blue by the PP. And allow them to be properly tinted by any other color dynamically if I wanted. It also allows for re-use of assets in different scenes with a different color scheme.

But I don't know what the standard is which is why I'm asking. I've renderdoced a few games and it appears like most of them design neutral colored textures and then use PP to get the color scheme they want for the final output. But at the same time I assume it can be limiting if I'm going for a specific type of color scheme that color grading or any other PP effect can't realistically achieve on every texture.

lime pollen
hollow drift
# charred portal I Dont understand Pixel art, Im a very hands on learner with plenty of time on m...

only thing I can suggest is learning to make characters for things like MUGEN or Rivals of Aether, there's guides for those

if you wanna go with a really old-school approach, you can rasterize pre-rendered 3d models/animations and convert those to sprites, more or less how games like DKC1 have amazing sprite work and fidelity (given all the limitations of developer tools and the hardware at the time)

lapis elk
#

Is it possible to pack multiple Meshes that have their own tiling textures into an atlas or does the tiling not work anymore when it gets packed?

misty lantern
lapis elk
#

urgh.. dont know if this is worth the time handling the problem ๐Ÿ˜„

sick belfry
#

anyone can help me or send me a tut vid in my Dms

fervent plover
fervent plover
#

or if you want to make this automatic, i recommend trying probuilder
it auto scales materials, and makes model editing easy inside the editor

zealous sphinx
#

Hi, does anybody have experience painting RGB masks with Polybrush?

I'm not sure if I'm doing something wrong but I'm trying to use the vertex colors as color masks and when I choose a single channel to paint white, it paints throughout all RGB channels. The same with deleting (painting black), I choose a single channel but it always paints all channels black.

A workaround to paint a channel individually is to make RGB colors (R=1,0,0 and so on) and paint throughout all channels (instead of choosing a single channel) but there's still the issue not being able to paint black a single channel.

Any help?

cloud marsh
#

Hi. Is it possible to import Maya Instances to Unity, automatically making prefabs of these instances, to avoid duplicate geometries? ๐Ÿค”
I have a Maya scene with a lot of instances and I want to send that scene to Unity keeping it optimized of course.
Any suggestion will be appreciated!

misty lantern
pure charm
#

is there a way to extract textures from a texture array?

fluid oak
#

Unity wants whatever bone holds the root motion to be the root bone. That is usually either the hips, or a parent of the hips placed at the origin.

#

Not sure what that is from, but if you are using the mecanim humanoid then you ideally will remove non-mecanim bones.

charred portal
#

I cant find exactly what I'm looking for on Fivirr, I need an anime-like style for my fighting game (Pixel or Art), So anyone know where I can find someone like that?

lime pollen
fluid oak
#

Well, it really comes down to your needs. If you don't need any of the humanoid features, you don't need to worry about the humanoid restrictions.

fluid oak
#

That isn't retargeting, it is just reuse.

#

And the other main features are stuff like the built in inverse kinematics and pose space transformations.

fluid oak
#

So yeah, if you are only using animations you made for the rig you made them for, you don't need retargeting. And you can use alternatives for IK.

fluid oak
#

Check your export settings; unity uses different coordinates from blender so you have to tell it to account for that(I don't recall the setting name off the top of my head)

#

Well, as a non blender user I dunno. Hopefully someone else can help ๐Ÿ˜„

misty lantern
#

It's not enough to have the right orientations on export
Technically you'd have to rotate the meshes +90 degrees in X axis before exporting, which is what I assume "Apply Transform" does, but with limitations

tribal ravine
#

because Y not

odd inlet
#

Is there anyway to find free UI designs and UI Text that I can use for Prototyping games and for Portfolio games?

lime pollen
odd inlet
#

What about custom designed fonts for things like titles?

outer halo
#

If it's custom, then it has to be custom made ...

#

But there are plenty of free or cheap fonts out there. You can start with Google Fonts too.

pure elm
#

Y is sideways because if you lay the cartesian plane on a flat table then the only way to describe the upward motion is Z

Z is sideways because if you put the cartesian plane on an upright chalk board then Z is the only way to describe fore and back motion

#

is a matter of perspective

twin wedge
#

does anyone here have a like a tutorial asset which has a like a floor and platforms ramps and walls just to test player movement in and like wall running and grappling

#

just dm me if you have something basic like that

misty lantern
#

You can't unless someone makes that plugin for Unity as well

#

Though you don't need a plugin if you only need the final mesh

frigid karma
#

how can i generate lightning on my sphere

worn tundra
#

Hey, I was trying to transform the cone primitive in blender and import it into unity. When I export and pull it across, the mesh in unity shows the base cone primitive with the transformations of scale and angle in the transform property. Can I get it to have the mesh be the post transformed version? I'd like to then do transformation relative to that being 1:1:1

misty lantern
twin wedge
#

does anyone here have a like a tutorial asset which has a like a floor and platforms ramps and walls just to test player movement in and like wall running and grappling

trail stag
#

would anybody happen to know why the shader to rgb + color ramp produces a black texture but without them the texture is fine?

misty lantern
lusty meteor
#

Is there a way to automatically pre-multiply alpha for image assets?

tribal ravine
#

Cant just put Color Ramp into the Material Output

#

doesnt make much sense

keen sleet
#

Long story Short I'm trying to animate a UV and I can't figure out how the hell I'm supposed to do that

#

Isn't there supposed to be a tiling option? So I can move the UV's coordinates around a map?

keen sleet
#

@lime pollen are you talking about the bounds?

#

@lime pollen I'm really not sure what you mean by that?

fluid oak
lime pollen
twin wedge
keen sleet
#

@lime pollen Oh I know the UV properties are on the material, but how do I move their tiling between keyframes? Or is that something I don't handle in the animation inspector?

misty lantern
#

Your model is not 2D so I'm not sure that you want to be using the sprite renderer component with it

lime pollen
#

looks like they're using it to animate the mouth

#

but yeah you shouldn't be using a sprite renderer to do that

keen sleet
#

I'm not sure why the sprite renderer is even there to begin with

pine fossil
#

can anyone tell me why when I try to import a simple sphere into unity with a texture image the uv map is all fucked up so the texture doens't go on right?

fluid oak
limpid grail
#

how to remove empty border?

sullen plank
#

You can use custom outline tool it can generate one automatically if the sprite is uneven

#

Oh year if you need it for collisions you may need to set custom physics shape the same way as well

limpid grail
#

i cant

#

it doesnt change

#

it worked when i set sprite mode to multiple thanks

balmy bough
#

so

#

i made this in blender and when i exported it

#

i get this

#

someone can help me fix it?

tribal ravine
tribal ravine
#

Thats 2 different Render Engines

balmy bough
#

๐Ÿ’€

tribal ravine
#

You need to find it for Unity

#

whatever that type of shader is

#

is that like a Cell Shader?

balmy bough
#

cell shader xd?

#

idk man, im new to this lol

tribal ravine
#

Just look it up you cant use Blender Shaders in Unity

#

Blender uses Eevee

#

Unity uses its own thing

#

basic logic

balmy bough
#

cycles 2

#

well, 'll try to find out

#

Thanks man

balmy bough
#

nah forget it

outer halo
#

You can set the face to both on the default shaders. But ideally, you just flip the face so it's pointing outwards.

proven cobalt
#

are 2d normal maps buggy?

#

they're not working for any of the sprites I have implemented for

outer halo
#

You do it in Blender

#

Well, you flip faces in blender. If you want to set it to render both in Unity, it'll be an option in Unity on the material itself.

balmy bough
#

it's me man how's going?

#

also, can you help me on something?

shy ivy
#

Any users that model, rig, and animate from Blender, to FBX, to Unity care to share their settings and any other steps for the process? I just fixed yet another problem with my workflow where rigged animated bodies are distorted when you press play in Unity. Now my process seems to work, but I've continually found problems until now. So, I'd like to see how someone else does their export process before I continue, in case something else is wrong.

Some settings are changed from their defaults because I do use some meshes from my exported assets as mesh colliders. I also want to keep the rotation and scale of any top-most parent object of any asset as the defaults. Currently the top-most parent and mesh objects are being imported with zeroed rotation and 1:1 scale, but the armature rig is being rotated -90 degrees on the X axis. This is tolerable so far, as the animations work in game and I can still reference the meshes without issue. I also don't rotate or scale the models prior to exporting... ANYMORE.

shy ivy
shy ivy
#

A correction on my settings. I forgot to set "FBX Units Scale", which is the real reason my rigs were being scaled up times 100.

spring stratus
#

for some reason i cannot press this button can anyone help?>

fluid oak
#

Probably missing a raycaster on your UI canvas

lapis elk
mint rune
#

Would this be the appropriate place to ask about shaders?

mint rune
#

@outer halo apparently I'm blind, thanks

dark moth
#

Hi, I think this is the right spot for this, but please let me know if I need to move this to something like the scripting channel.

I've been working on a 2.5D game that's a very small resolution (320x180) and it has 3D environments with 2D character/enemy sprites. It's very much like the DS Pokemon games where the camera is tilted slightly and the sprites are also tilted to give them an "upright" appearance.
One problem I've found is that, when moving the camera, sprites may begin to stretch or distort.

Is there a good way to avoid this beyond just increasing the resolution? Normally I'd just ignore it, but sometimes the sprites get distorted so badly that it looks super goofy lol.

misty lantern
dark moth
misty lantern
dark moth
#

Yeah, I'm probably just going to mess around with it. I found this nice StackOverflow thread discussing the problem in a little more detail, which I'll also be referencing.

https://stackoverflow.com/questions/35785291/getting-giggly-effect-when-slowly-moving-a-sprite/35829604#35829604

misty lantern
dreamy bough
#

Is it possible to import quick select sets from maya to unity?

lime pollen
dreamy bough
#

Damn XD

fluid oak
elfin ruin
#

Does this sprite size in the inspector directly equals the build size?

#

I've changed many sprites from NPOT to POT, their size here have dramatically reduced

#

But the Android build pack size didn't get down that much

misty lantern
fluid oak
#

Correct

elfin ruin
#

ok great to know

dull escarp
#

can someone explain why my texture im importing isnt showing up as a usable texture?

obtuse oyster
dull escarp
#

whats that?

#

extention

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im just usina jpeg i found off of google

obtuse oyster
#

like .png, .jpg, etc

dull escarp
#

its says .jpg online but in my files it says .jfi

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.jfif*

#

thats probably why, but i cant find a jpg i need

#

they're all saving as jfif

#

weird

elfin ruin
dull escarp
#

can someone help me try and import this texture im using? its not popping up as a texture i have, its a .jfif, but i couldnt find a .jpg online

glad rampart
#

many online ones do it for free

dull escarp
#

k

obtuse oyster
lofty egret
#

How do I stop light bleeding through the corners of probuilder meshes ?

#

Anyone have some tips because seriously how can we go to the moon but cannot write light propagation logic that prevents bleed through corners

fluid oak
lofty egret
#

is it really possible that in 2022 we still need to manually add occluder meshes because corners let light bleed through? that seems so insane to me

fluid oak
#

I mean, I'm no expert on it.

#

Your geometry seems to be pretty badly optimized for lighting from what little I can see in the screenshot, all single sided geometry that is shallowly intersecting

nimble ibex
#

Hey so I'm having a problem with this

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And was wondering if someone knows the problem

#

(NOTE: Used blender for the "Map" that isn't working)

eager mist
misty lantern
elfin ruin
#

But I don't trust them that much

fluid oak
#

A texture atlas might actually slightly increase the build size depending on your settings.

#

But it won't decrease it a lot unless you are scaling the atlas down. Which you shouldn't.

fluid oak
serene roost
#

Hi, does anyone know if there are any limit on blendshape count in a skinnedMeshRenderer?

elfin ruin
#

but then again, like I said, if you google any sentences, it will has many sources to back it up

obtuse flare
#

I have a basic question about 3D environments, if I were to design an area or a level, lets say the Ocarina of Time beginning area, would the best practice workflow be to model this area entirely in blender and import it to Unity, or would you model each thing you need seperately and then put it together in Unity? (Yes, I know both are possible and have their own benefits and mertis, I'm just looking for opinions or guidance)

lapis elk
fluid oak
obtuse flare
fervent breach
#

With the cloth system, is there a way to select edge loops or are we stuck selecting each cloth particle individually?

fluid oak
fervent breach
#

all g

#

tyty

misty lantern
# obtuse flare Thanks for the advice, any suggestion on how I would go about say model a castle...

If I were making a big area with a castle I would first do a rough sketch of the whole thing in blender with terrain and all
It would be very unoptimized at that point, but it can be tested and iterated
Later it can be used as a reference for building the terrain and placing props in unity
At that point I would figure out what kind of modular castle parts can be used to build a castle that matches the sketch

#

But all of this is situational as said

still pivot
#

How would you draw lines on top of a game field 3D cube (you can think of it as a pool table)? I don't want the lines to be part of every single texture used on the board cube, and the lines can be a single color.

The best idea I've had so far is to make really flat cubes and spheres with no collision, but I wonder if there isn't a better way.

misty lantern
fluid oak
#

Could use a projector, or a light cookie, or a 'render objects' pass with a separate shader, or a depth based postprocess/render feature

misty lantern
#

A line renderer, or two-dimensional geometry covering the mesh using solid color or tiling line texture on it

ancient rampart
#

i can't seem to import the asset i've downloaded for some reason, pls help

misty lantern
ancient rampart
ancient rampart
#

it's actually connecting rn

candid gate
#

How do you guys use roughness maps from PBR materials in Unity?

humble lynx
#

Any kind of answers would be very appreciated

fluid oak
humble lynx
#

And it automatically has parallax correction?

#

And will look screen space-ish?

#

Or is that just a thing for hdrp? Im using urp

#

Without parallax correction the baked reflections will just move around

humble lynx
#

ye it works

#

thanks

languid rover
#

Hey, does anyone know why when I import this model from blender it is missing its groin

#

I am using it or AR / Vtubing stuff so used Cats to export and is all one mesh for 6 martials. (incase any of this helps)

dense horizon
white vapor
#

Is there a way to import the hierarchy of a scene in a project to a scene in another project?

fluid oak
white vapor
#

Thx

pastel swallow
#

hi all! New to Unity here :^) I'm trying to replicate this chat box exactly and currently using InputField and Button and messing with settings there but still haven't been able to have rounded corners or get a color gradient. Any advice for how I should go about this?

outer halo
#

There are no options to make it rounded or gradient, you need to be importing your art as needed.

pastel swallow
#

Gotcha, so the input box and send button should be images?

outer halo
solar arch
#

All of it are CC0

hushed bay
#

I have a problem with the unity editor.... So I have this sprite image (Space Ship Updated.png) in my project. When i move it to the editor or create a sprite out of it, it gives me this (unknown.png). Why the white color part is not showing up in the unity editor?

fickle nebula
#

Hi everyone I was wondering if anyone could tell me how to make materials that look like tinted glass red, blue, green, and so on I have seen a few tutorials on this but none of them look clear like glass

eager mist
#

where do i have to put the roughness map in material?

outer halo
eager mist
#

good thing i found a build in shader called Autodesk interactive shader and it has a roughness slot

outer halo
eager mist
#

but for some reason it doesnt reflect the lighting

#

only close light so i had to add 2 directional lightings

fluid oak
outer halo
#

Also, don't crosspost.

golden sigil
#

Good morning! May I ask someone with experience in pixel perfect 2d games - how would you approach making such a game for mobile platforms? That includes questions such as:

  1. is 32 ppu ok if I want middle-pixelated style or should I change it?
    2.0 How to understand reference resolution, and what I mean by that is for example -
    2.1 is 480x270 an okay resolution to choose?
    2.2. Should an artist draw how the game view would look like in canvas with reference resolution?
  2. What canvas scaler(UI) options should I choose?
    4.0 Why simulator with different scaling(view I mean) options shows different results(eats/adds some pixels)
    4.1 Should I rely on viewing the game in simulator mode at all or should I change to relying on 480x270 game view?
  3. Why can't I change the camera's lens ortho size? I want for example to be able to not only move it but also zoom in and out, how do I do it?
  4. Should I avoid scaling things and if no, which sprite scaling ratios are okay?
  5. What things did I miss? - if possible, please add them here
    I can provide any additional info needed.
blissful relic
golden sigil
blissful relic
#

its just how many pixels you have in one unit

#

For example if your tiles are 16x16 pixels in size and you want each tile to be 1 unit

golden sigil
# blissful relic ppu shouldnt be affected by zooming

ooh, I see! so if I want pixel pefrectness, I should try to make a script that changes resolution from 16 multiply by 1 x 9 multiply by 1 to for example 16 multiply by my_value_here x 9 multiply by my_value_here?

blissful relic
#

well uhh idk

#

you can make a default ref resolution variable and just multiply it by zoom value

golden sigil
blissful relic
#

idk you should probably just experiment

golden sigil
# blissful relic idk you should probably just experiment

experimented a bit, turns out I can zoom and pixel pefrect camera it seems takes care of which value I can zoom and which I cannot but there's a kind of problem, it's instant, not smooth. it's by logic, yes, but I'm not sure if pixel perfectness is the best thing anymore. should I try pixel perfectness at all?

blissful relic
golden sigil
blissful relic
golden sigil
blissful relic
#

because not having pixel perfect can mess up the game visually

#

especially if youre using a tilemap

golden sigil
# blissful relic I would

but how then would you fix different resolutions having different amount of view shown? Like, it's a bit unfair if someone can see a projectile and someone not

blissful relic
golden sigil
blissful relic
#

Well, ranking boards in singleplayer game will 100% get plagued by cheaters

#

so I'd advise against them

#

and about the resolution thing, the difference is unlikely to be significant

golden sigil
blissful relic
golden sigil
blissful relic
#

tilemap, right?

golden sigil
blissful relic
#

well, unless the RPG is difficult, fast-paced, focused on ranged attacks then resolution probably won't matter

#

and I'm not sure what do you mean by canvas, just pick a tile size and stick to it

#

like 16x16 is a common choice

golden sigil
blissful relic
#

if you're worried that a tree is going to be too big, put some tiles on layer below it

#

I think you're overthinking a non-existent issue

golden sigil
# blissful relic I think you're overthinking a non-existent issue

might be. so for example for the portal to be 3x size or player you would want to know the size of player sprite and 3x it, right? like, our player is a bit less than 50x50(the whole sprite is 50x50), should the portal be a bit less than 150x150? right now the portal is small because it's 100x100

blissful relic
#

because you should base your sprite sizes on that

golden sigil
golden sigil
blissful relic
#

and tile size is the least resizable thing because you'd have to redo every single tile you have

golden sigil
blissful relic
#

well yes, but before you start making tiles and sprites in large amounts you want to have the size already decided

#

ehh you're overthinking the problem probably

golden sigil
blissful relic
golden sigil
blissful relic
golden sigil
golden sigil
blissful relic
#

draw a bunch of placeholder tiles so you can make a placeholder game area and test the sprites on it

golden sigil
blissful relic
golden sigil
blissful relic
#

So you're beginners

#

then I recommend going for a simple style, like 16x16, 12x12 or even 8x8 if possible

golden sigil
blissful relic
#

simply doing line-art in a low resolution isn't pixel art

golden sigil
blissful relic
#

they're 32x32?

golden sigil
blissful relic
#

yeah they look pretty good, though they don't look like conventional pixel art to me, more like realistic

blissful relic
#

just a different style from what I was thinking about

#

it's something like factorio's style

golden sigil
blissful relic
#

yw

golden sigil
# blissful relic yw

if it's ok, may I ask another question, is it possible to make day/night cycle system specifically on unity built-in pipeline? If so, what light should I choose? I have 4 choices.

blissful relic
hushed bay
steady jetty
#

Are sprite atlases not used anymore? I keep seeing different opinions on this. I'm told Unity puts it together automatically for you when you build the game? I have hundreds of sprites. Do I need to make atlases for them?

dim yoke
#

Sorry if this question doesnt belong here, but why is the default player armature from the unity Starter Assets - third person controller package all pink when i import it?

#

Like this

fluid oak
dim yoke
#

Ah, yeah

timid grove
#

Hi ... I'm working on my first project. It should be a top down game. At the moment I'm struggeling to create a good looking background (gras ground). I tried to use a Tilemap but when I'm zoom in or out there a some graphic effects and overall it looks not good. I tried to use bigger Tiles up to 200 pixel. Should I use a big background image instead of Tiles? What is the best practises? My goal is a Background like in Rimworld or Airport CEO.

digital sapphire
timid grove
#

At the moment my background looks like

#

I'm trying to get something like that

#

Should I use a big image? Or do I have to combine multiply tilesets?

bright delta
#

so i imported this model from blender(wasn't made by me,but modified) and the camera seems to point in the wrong direction when created,i have no idea why as the applied the rotation to the model and confirmed that all the bones have a rotation of (0,0,0),any idea why this is happening?

jaunty edge
#

Hello. I'm new here and I have a question. I want to learn level design in unity and I my question is: When I open project and start making map, place assets etc. How I can share this project / map with my friend who will start programing on top of it?

timid grove
#

You could use a version control system like GIT

#

Or use the build in team system from unity. But I have no experience with this

jaunty edge
#

Thank you!

bright delta
#

any idea why?