#๐โart-asset-workflow
1 messages ยท Page 2 of 1
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 ๐๐ป.
Grayscale that is colored in shader is a generally good method if you need lots of variations that are just color swaps.
Custom shader or URPโs default ones? Andโฆ any workflow to automate the generation of that grayscales?
This approach from Dying Light 2 is pretty interesting
So interesting for what we are looking for! Thanks a lot
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"
how to find my original scene
Look for the scene file in your project
You shouldn't be "figuring it out", you should be learning how Unity works and applying that learning to your idea.
Start with the Unity Learn tutorials pinned in #๐ปโunity-talk, or if you don't have the patience for learning Unity, at least look up how to use sprites in Unity.
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
Anyone might know what the issue is?
The material is just a basic lit URP material with the texture as its only input
Before we look into more esoteric options, have you checked the material to make sure that there isn't a .5 offset on the texture? Also, if you load the exported model in blender is the UV correct?
Also, if you load the exported model in blender is the UV correct?
๐
The UV was centered in blender for some reason
Thank you
Whenever I export my mesh as an fbx from blender for use in unity, it always ends up not rendering some of the faces
if there anything I could do in blender or unity to solve this issue?
just looked at in blender and it looks like my normals are completely jumbled
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 !
I recommend turning on backface culling in blender so you can see the issue there already
How would I replace all prefabs of [name] in the scene with another prefab, while keeping the transformations of the placed prefabs?
It's too many to do with Alt drag ๐ฆ
Nevermind y'all, found this. Still works from 2017!
https://unity3d.college/2017/09/07/replace-gameobjects-or-prefabs-with-another-prefab/
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?
@lime pollen
anyone know how?
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.
you can change bone influence
okay noted
You can delete it in unity and import the new version with the same name
The references to the asset will not be lost, but it's a bit harder to keep a version history this way
what should i do, if i missing my prefab?
couldn'tsee my progress
It works for .fbx mesh files at least
Haven't tried it with psb
As long as the name and location match perfectly
How to rematch the location, i didnt move the origin file, when i close the file and open up. End up like this ๐ฉ
Don't ping people not currently in a conversation with you
Hey! If I could have artists opinions about that, I'd be more than grateful!
#archived-game-design message
Okay sorry
Anyone know how to rematch, any tutorial
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 ?
this looks like the option you are searching for
or did you go from build in to URP to HDRP ?
Give the sword its own bone, and remove the influence from the arm bones.
Hello.
Does this work with an character?
I imported this .fbx from blender, but I can't do anythign to the armature/mesh/UV map. Why is everything greyed out?
Before 3 weeks I had the same problems. Search for "Blender to Unity Character export" on YouTube
you got it
you mean the edges?
you can use anti-aliasing to smooth them
It's getting better day by day.
I learn with the tutorial series of Kendra Games.
The basics for a platformer
Are you zoomed in?
its in game mode
yes
is it normal to be like that?
or did i mess something up?
sometimes it looks fine when you build it
yah i was thinking that once i do that it might change it
worth a shot i suppose
never built something that wasnt for mobile before
ill just wait until i get further with it
no, you simply havent turned on antialiasing
ah ok
where do i find that?
Uhh its somewhere in project settings, quality I think
it might be a bit confusing at first
That depends on your rendering path. Either under quality settings, or under your renderer. Also, needs to be enabled on the camera.
Hey, I'm having troubles with using a texture for a model
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
I'm using the transparent surface type, I'm guessing it has to do with that
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
Try setting the blending mode to cutout @wise jay
This is issue is a result of several layers of transparency on the same mesh
I don't have that option
Surface type then maybe
Only Opaque and Transparent
I'm using URP, if that's important
Aha it's the alpha clipping checkbox
Ah
Nope, doesn't fix the weird transparency. I think the alpha clipping doesnt do anything because it's already a png, and there's nothing to further remove
Just increasing the value removes a bit more of the sides, but it doesn't make it look good
I've had this problem in so many occasions but have still never found a solution
oooh I might have the solution
Yeah it's fixed. All I had to do was set it to opaque and use alpha clipping, which you suggested. Thanks for the help ๐
Great, yeah it's a bit different in the old render pieline
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.
anyone knows why i dont have a list of asset packages in Assets > Import Package. pretty sure there should be a list
there aint any
are you perhaps looking for the package manager
i just wanted to add water and saw that you can find built in water asset
that's in the package manager. Assets > import package means you have a .unitypackage somewhere in your PC
yes i have 2 packages but i dont think i have those prebuilt ones. is there a way to download those?
If you're looking for the standard assets, those don't exist anymore
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.
It also happens on the face as well
Here's what the Material panel looks like. I've tried messing with the Tiling, Offset, Smoothness, Source, even the Rendering Mode
None of them seem to accomplish what I'm trying to do.
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?
(the texture isnt the one i should use. this is just a test piece)
the pivot origin positioning is right, but the angle is off.
what does the texture look like? i see youve tiled it.
This is the texture normally, which I then turn into a Normal Map with Create from Grayscale turned on in Unity
It's the same exact texture that is being used in Blender
and the UV?
UV?
I commissioned the model, so I have no idea if it's been UV'd or not
hmm ok. i dont know blender, so i cant help you there.
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
But the thing is, the model doesn't have textures, it uses colored materials
This is the only texture there
(Aside form a heart on the chest but that one's already handled)
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
i can check if its UVยดd. but i need the model for it.
Okay, do you mind if I dm it to you?
go ahead.
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.
the model wasent UVยดd
or was half done UVยดd anyway. alot of UVs on the same space.
Yikes
Anyone know how this effect was achieved in Children of Morta? It's like a pixel art x-ray.
Or, maybe even just what this is called so I can look into it further myself
something like this?
https://www.youtube.com/watch?v=szsWx9IQVDI
Let's learn how to render characters behind other objects using Scriptable Render Passes!
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Ah yes perfect! So it's a "renderer" doing this. I'll check it out, very much appreciated.
That tutorial gives a basic idea but is VERY out of date.
The LWRP has been replaced by Universal Render Pipeline(URP) and render features can just be added directly to your URP settings asset
Great note there. Thanks a lot! I'll keep that in mind when I get around to watching.
Assuming you are using URP already, I'd just skip the video and go to https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.1/manual/urp-renderer-feature.html
And if you are not using URP, I'd look up material 'stencil testing' pass
does anyone know how to resolve this? any video i can refer?
did you try to reimport the prefabs folder?
If this is not working, you have to recreate the prefab
Mhh
The right Shoe is invisible.
Does anyone know how I can fix that
Apply scale in blender so it's not negative. This happens when you mirror
The Scale is at 1. I did it again but nothing changes ๐
looks like inverted normals
Ok
Should I recalculate the normals in Blender?
That should do it
Just have a look if they are inverted or not ^^
Thanks all.
The dog wants to go out.
I try it later
hey how can i cut shapes into meshes? i want to cut a rectangle in my wall plane to place door in here
how to reimport?
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
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
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
ANSWER:
I had to "Join" the objects in Blender
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
i'm not good at that stuff :9
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.
The shapekeys are attached to the body itself, could that be a reason as to why it's not locating the shapekeys?
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.
Wacky, planes inside a transparent texture showing even through non transparent ones
How can I stop the texture stretch and make it repeat along the object?
The mesh needs to be created with non-stretched UVs in the desired shape (such as using Blender or ProBuilder) or the shader needs to be able to map textures uniformly regardless of UV stretching (such as Triplanar mapping)
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.
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 ๐
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 ๐ค
Sooo.
My 2d assets pixelate at an zoom level of 1 when in the game scene.
In the project scene it can zoom in much more before pixels appear.
Why so and what can i do to make my assets look better?
If you are using it as a texture applied to an object, use default. If you are using it for placing the texture directly into a UI or the scene, use sprite.
Cool ty
Does anyone here know whatโs the difference between texture packer and unity atlas tools?
Which one is better
Also are there additional resources on how texture packs are used
I have a gap between the lines on sphere but texture is seamless. How can I fix that?
Show the uv pls
For some reason, I can't view UV mapping of the sphere from ProBuilder
hey, i have a question about splitting a sketchfab model
how do i split the pants, cap, and torsos from each other
looks like they're already split, no?
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.
so basically any material that I don't atlas doesn't pop up when I extract textures
you need to make a uv map to bake it. Otherwise you have to recreate the material in unity
It already has a uv map
but I didn't bake it
How would I go about baking it
Should I bake the atlas?
I'm using the CATS addon
for VRchat avatars
not super familiar with blender but it should be pretty easy to look up how to do it
So I just have to bake the texture
thats it
thats pretty straight forward, sounds easy.
hopefully this works
Question: if I rig something in blender, will it be rigged when I move it to unity?
Did it?
depends on what you mean by rig
bone influences will transfer over but not controls
Megascans, probably.
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%
for URP btw
@eternal linden so you can't just use shadows?
nope, they use too many resources because it's a VR game and the hardware is not too powerful
You'd probably get more answers if you asked in the right channel.
#archived-urp probably
Have you tried a negative light?
if ps1 can draw shadows I don't see why your hardware can't
While I agree, I haven't worked with the hardware so I'm not about to get into that technical argument
it can, but performance is hit kinda badly
Blob shadows.
tried, but it says that the projector component is not supported in the active render pipeline
A blob shadow is just a 2d plane on the ground.
With a blurred black circle that looks like a shadow
yes, but why does it not work in my project then? Like, why do I get that warning?
I mean it says right there why it doesn't work. If you read the thread there are solutions that don't involve a projector
As is said, a Blobshadow is just a Plane with a blurred black circle.
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
You might be using URP which also uses "Decal Projector" component, who knows
That's what decal projecting is intended to solve
Sometimes you can get by with just a nonconforming plane blob shadow
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
Documentation suggests using "screen space" instead of "dbuffer" as Technique on hardware that uses tile based rendering, but I don't know your situation really
Decals have a bit of overhead in any case I'm afraid
I'll try that thanks
and the other settings I leave them just like that?
Sure
Though if you're on deferred rendering path (which I doubt) the GBuffer setting may affect the performance, though I don't fully understand it
I don't think so, I think it uses the forward one, or the default one at least
okay still performance drops idk why ๐ฆ
guess won't be able to use it
I can't think of any other practical shadow methods
It might be worth taking a serious look at optimizing your current scene to get a grasp of how much headroom you have to work with
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
You can understand why shadows projected onto the geometry hurt performance but can't understand why projecting images onto geometry does?
I mean, if you asked in a relevant channel and mentioned what hardware you were using, someone might be able to tell you.
Most likely, enabling decals disables some optimization, like disallowing single pass forward rendering.
@dim forum There are no job posts here. You can use the forums for that.
i really suck at Texturing/UV Mapping
but i would say im pretty good at 3D Modelling
so i dont know what to do, Should i make a Game with like 2 Colors or something?
Monochromatic Game?
or should i force myself to somehow wrap my head around getting actual good looking Texturing in my games
Yes you should. If you think you can get good looking game with just few colors, why not but most likely you need to learn texture painting and uv unwrapping at some point
Yes. But keep in mind that your textures should be of consistent quality at all times, otherwise it'll look like garbage
Which one of these is the best pickup art or how to improve it
Wdym with pickup art?
like for a picup on the ground
ammo refill
Ahh
The most important is to communicate 1. what item it is 2. how to interact with it
Can't quite recognize what that's meant to be
@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.
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
But there rarely are perfect solutions
Well you shoot sticky platforms so you can get across gaps
that's.... not a lot of information on the visuals. How does the rest of your game look like?
Is it like the early mario games?
Or more retro styled?
Or like doodle jump?
it's not split. That's why i'm asking about it...
hey, i have a question about splitting a sketchfab model
how do i split the pants, cap, and torsos from each other
when dragging one of them onto a part of the model, all of them drag with it. for example, all of them would drag to the upperchest
also is this better then my current guy
it is an ammo pickup refill that you go into to get it and it disappears
anyone know why the jacket is see-through once it's put on the model?
Can you elaborate on this
Also is there any good Tutorial on Texturing?
i struggle with Texturing Walls/Floors for maps
Its normals are inverted, either in the geometry itself or by inheriting a negative scale from a bone somehow
yes, much better
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
ok
That sounds like mis-coordination between the 3D Artist making the Characters and the 3D Artist making the Enviroment
Could be
still guys which is the best one
is this good?
Is that a Flashlight?
or a green dil**
Can you give some context
I did
But I will again
It is an ammo refill pickup that you run into and pickup and it disappears
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
Also, in the larger screenshot this graphic seemed much smaller and harder to distinguish than other objects
they are sticky platform bullets that the player shoots
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
Something you would think about in the beginning rather than mid-project, though
I thought about it at the beginning
I just think its too big now
I will make a new one
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?
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?
mark both and press M
then you can chose where to merge the vertices
you can also select all and merghe by distance
Can I add one material to a lot of models at the same time?
Anybody an idea, where I can find (synthwave, retro, cyberpunk like ) traffic, environment assets.
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)
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?
Not sure if Iโm posting this question in the right channel ๐
I don't even know what a control is, so I'm probably good Then lol!
Is the UV map correct?
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
I also get a lot of uncropped images, and animations that are not lined up on a pixel grid
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)
Hey, does anyone know any websites where i can buy splashart style art for my games? something like giant spider, snake orcs, dragons etc?
It does support layers, and layered animation too
Not sure how it's possible to mess up the pixel grid using a pixel art application
nope... Just fixed it. Thanks!
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.
Yes; you can write asset import processors to do pretty much anything.
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.
Thanks for the info ๐
The only difference when importing a model files for URP vs HDRP VS build in RP is the default material that gets selected for the materials that get imported.
Can you show what you mean by blue box?
Check the terms?
Add the prefabs again
how to reimport prefab? need a step by step tutorial @_@"
Is the prefab still existing in your Project folder?
.meta file still existing in my project folder.
rest is gone?
the psb still there
And you created a prefab from this psb?
prefab mean meta file?
No ๐

Looks like you did not create a prefab, if you dont know what it is ^^
What was this gameobject that is missing?
but why showing this
then just delete the missing one and use a new one
as u can see here 2 psb file
how?
if i delete this, ineed to redo whole progress ?
I have no clue what you have done
what i have done before, adjusting psb file intounity
i was doing a 2d gaming
i have complete the simple map that i done actually,
another is the character animation
after that i save it,
the next day open up become like this
show me the inspector of the Character Unity missing prefab
is there still something attacked like the animator, if you animated it?
i was doing a walking animation
only
just want to test it out
u can reuse all of the stuff there
but how i do reconnect the missing 
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
i found the issue, my 2d psd importer need to update
LOL
thank dude, much appreicate
๐ np
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)?
This is the icon I was referring to, and above you can see that the transforms appear but the actual grass mesh is not visible
it seems that this model does not contain any mesh data
i assume its a fbx file?
what does it import when you open that file in blender?
Hmm, the 3d object file won't open in Blender at all. The original blender project is still saved, did I maybe export it wrong?
that seems plausible
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
Yes its one of the most used formats
if you import a blender file into unity it will ask blender for a FBX under the hood
Good to know, thank you. I've got the options while saving set up this way when I exported it last. I only have Mesh selected, does it need to be another* object as well?
should be fine
it works with that sittings and the default cube
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. ๐
how can i fix that the sprite looks like this when rotated?
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
In the camera settings.
it only says off/graphics settings, so i assume those graphics settings are in the project settings
well ok but how do i know what graphics quality the game is displayed in or how do i change it?
Project Settings > Quality
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
Does anyone have any tips on how to go about animatingsomething like a HUD for a fighter jet? (https://www.youtube.com/watch?v=BHx-OWdHqf8) ref? Is 'Stop being cheap and buy the shape library asset' the best answer?
View through an F16 HUD during a 5 minute flight.
It is NOT a simulator.
You can use several planes created and blender and place their UVs above the correct icon or use one Plane in Unity and use the Offset of a Material.
how do i install this 2d platformer controller in my unity?
If it contains scripts and prefabs, drag them into unity's project window or assets folder
If it is an .unitypackage file, drag it into unity editor
alright
how do i having this in my character.
i learn it from youtube was open it from Component > script > 2Dplatformercontroller
i just drag into the folder like what u are saying
sorry i totally newbie @_@"
Looks good enough
but how do i get this?
You have the necessary components and assets in your project
You should be able to follow the tutorial with them
okay tq
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
Import textures separately
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..)
Show examples ^^
"how to make tiles" is pretty vague
There are many steps to this process, and many guides for them too
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?
Depends on the asset's license as always
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
anyone know why face isnt properly being put on? .fbx shows it fine in 3D viewer
Hard to tell if you dont show the correct face
Im not at home rn so cant show it in 3D viewer but its supposed to look like this, mainly the eyes dont align
Looks like a uv issue
Anything to fix that?
its nearly impossible to help with this amount of information ๐
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
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 ๐
The default unity materials don't support vertex colors.
i open the .fbx in 3D viewer and textures are where they are supposed to be, unless you mean something else then please tell me what else i can do, and for if its a UV problem, do you just need the face texture or am i misunderstanding? sorry im very new to this
cant tell from distance.. if you want send me the model and the textures via PN and i have a look
This model has 2 set of eyes. One Green set and one Grey set. And they seem to overlap each other
what does that mean?
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
You'll need to manually create and assign materials to the fbx in Unity.
If you exported a texture from Blender, then import it separately in Unity
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)?
Hi,
im quite sure, that youtube has hundreds of videos how to get models from Maya to Unity.
Also for Blender. But i think if you want some 1:1 help (if you can find someone) you can also try it in the #๐โanimation channel.
@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"
what settings should iput to just export the texture
Does anyone know a good resource to get clothing wrinkle references?
Look down ๐
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.
https://cdn.discordapp.com/attachments/497874081329184799/1012468739272347718/unknown.png
How can I save my texture files without Gamma, or somehow remove the gamma issues im having in Shadergraph?
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
so what do i do in order to have them not overlap it? and will it fix the problem im having?
You need to fix the uvs in blender
is there a tutorial for fixing it? i dont know blender that well
details is it in urp or gama mode in unity webgl lighting menu, gamma 2.2 2.3 1.9 multiply in blender srgb! image or try to fix albedo light easy in unity and screenshot even if it works, near the result?
Look up a tutorial on how uvs work
I can't help you personally because I don't use blender
Ah, okay I'll try that
One sec let me check that
URP I guess? Blender is 3D software isnt it? I produce my textures with photoshop.
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?
Try turning off compression on the asset in the import settings.
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..?)
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
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.
Depends on how large the image is; you might want to break it up for technical reasons even if not using tiles.
But yes, you don't need to use tiles
Can you describe what is wrong or, better yet, show examples of the map in blender and in unity to show how it is supposed to look vs how it looks? There are a lot of potential normal map problems and it is hard to guess without looking.
Did you scale the game view? Did you scale the sprites?
Well, I have visible seams that are fixed by calculating tangents through the importer. I also have weird splotches of where it looks like it might be flat shaded. I've tried baking with flat shading in blender, triangulating before export and enabling tangent space in the fbx exporter, but nothing worked.
Oh sorry, I forgot to mention that I already fixed this, thanks
Ok, way too many possible issues. Can you show some examples?
Give me a few minutes to open the project
I have the seams circled in blue, and the splotches in red. Unfortunately I do have to go to bed now but if I see your response when I wake up I will reply, thanks for the help so far.
And the normal maps look okay in blender when applied?
Hi! my character rigged in blender using rigify would it work in unity with mixamo animations if i choose humonoid in both ?
yes
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
All UV projection /unwrapping methods are proper if they produce acceptable UVs for an acceptable time/effort cost
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)
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?)
In my opinion UV unwrapping is all about cheating as much as you can
The significance of seam cost is up to testing and specific to your performance budget, as all optimization
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.
Well it makes the normal map positioned correctly, but it creates those seams you see in the screenshot.
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
Unaligned in uv space, and yeah one sec
And the important thing is that you want the same normals and tangents used to bake the maps to display the maps
Yes
I'm presuming you mean mikktspace
Yeah lol
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.
Well in that case it should work
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
I mean, if you change the tangents you are using, change them in your model before baking not after
I did
constipated_man.fbx
thanks
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?
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?
have you tried using SortingLayers?
Yes I'm playing around with them now but not having much luck
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?
There is no reason to use a 2250x85650 ever, outside of obscure data analysis purposes. It isn't even a powervof two, which means unity can't compress it properly.
well hey I needed to.. What are ya gonna do
I needed a runway
so I made one
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.
No, you didn't need to.
..
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
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.
You can turn off that compression
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.
I'm using it in a game I didn't create!
I'm just trying to export it into the game
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.
Look man if u don't want to help don't cirtisize
I'm sorry I was brought into your pathetic life
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
It's a simple question
it is not
Also, no need to insult people either
he could literally tell me if it would be possible to use the higher texture or not
literally a yes or no question
I want to know if I can use the higher texture without it outputting this error or not
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.
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.
wow wasn't that easy
I did mention that earlier, you know.
They obviously don't want to hear it, let's just move on.
They don't need to be a jackass any more than they need an image larger than the nasa deep field telescopes can handle.
they're also talking about modding a game so
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.
LOL. How big is an 2250x85650 px texture? Like 100 MB? ๐
Btw. Do you have some information about the SDF Shader? Could be interesting for me ๐ Is there a useful doc somewhere? Didnt finde any.
So far we mostly used polygonal meshes to represent shapes. While meshes are the easiest to render and the most versatile, there are other ways to represent shapes in 2d and 3d. One way which is used frequently is signed distance fields(or SDF). Signed distance fields allow for cheaper raytracing, smoothly letting different shapes flow into each...
You can also look at the shaders TextMeshPro uses- those are also SDFs and that's how it renders nice clean text
Ah oh.. good to know that TMP is like the same ^^ i already use those
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
Sounds good, and is a perfect idea to use for the airplane ramp ^^
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
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
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?
Look at the image you posted; that big warning message in the middle of it answers your question.
That comes from pixels in the sprite not lining up with the screen pixels so it interpolates awkwardly. Usual fixes are to either use a pixel perfect camera or to use a shader that handles it like SmoothSprite.
I already have a pixel perfect camera though...
Generated some sick inspiration with DALL E for my fighting game! AI is beyond my comprehension!
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
the blue squares are wall checks and the small green one is ground check
So... put them in the right place?
Nice i recently used DALL E mini for Inspiration to create something in Unity
Looking good! The future is here my friend!;)
Haha the โfutureโ will just give you the entire thing as a .fbx file fully textured and fully lit up
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.
Textures need to be imported separately @flint creek
Any tip what software to use to create textures for meshes?
Substance painter
Or Mari
i made this fish. i'm learning unity by plagiarising famous games without tutorials, what's the best file format?
anythign that is lossless
png it is then?
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
targa๐ฟ
png is just generally my favourite so
yeah so use it
well my go-to in any scenario
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
oh yeah
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)
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
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
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
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 ?
Look into architectural and home renovation sites as well as as hardware store catalogs for real world accurate specifications
The standards can vary by country and purpose
is there any L.O.D settings there ?
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.
try to check the *Face Orientation *
on blender Overlays window
I have a tilemap and one part of it overlaps my player but the other doesnt. Why?
Looks like your UV map is mirrored.
why is that gross colour there around the eye and mouth? this is what it should look like (it's 64x64)
Compression and filtering
ah
i did compression in Krita but it was lossless it said
as a PNG
what do you mean by filtering
how do i do that?
If you look at the documentation I linked you can see fields "filter mode" and "compression" in the texture import window
ohhhh ok, thanks
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
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
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
I hope you don't expect a tutorial to let you make art on par with a team of veteran artists in a medium you have no experience in
https://www.derekyu.com/makegames/pixelart.html this is the most comprehensive guide out there
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
I wasnt being that ambitous, just wanted something would help me get the general idea of how its done, thanks ๐
With old games like Street Fighter you should be able to find their sprite sheets online to examine directly how they look up close
That combined with pixel art fundamentals is all there is "to it", aside from raw skill
This is what it looks like
Nevermind i got it. i just had to make the axis, bisect, and flip the x in the mirror modifier
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
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.)
instead of worrying about the textures themselves, you should think about what combination of methods will give you the final result you want. There are many ways to manipulate the look of your game like lighting, shaders, post processing, etc, textures are just a part of it
@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.
I mean its a tradeoff at that point. Do you want full control over every texture? then don't use PP and bake everything. Otherwise design your textures around the PP and other effects that you might use. There isn't really a standard here, its whatever fits your vision and pipeline
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)
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?
There's some tricks to it, but yes UV coordinates can be made repeat within the larger map
https://forum.unity.com/threads/wrapping-repeat-a-tile-in-a-texture-atlas.873967/
urgh.. dont know if this is worth the time handling the problem ๐
anyone can help me or send me a tut vid in my Dms
you can simply increase the tiling inside the material that you have applied, and set that to the size of the object
in blender?
no, inside unity
or if you want to make this automatic, i recommend trying probuilder
it auto scales materials, and makes model editing easy inside the editor
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?
Hi. Is it possible to import Maya Instances to Unity, automatically making prefabs of these instances, to avoid duplicate geometries? ๐ค
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!
The wall needs to be UV unwrapped to display properly in Unity
In Blender if you're using mapping node to map the texture, or any other texture coordinate besides UV, that information will not carry over on export
Looks promising ! Thanks
is there a way to extract textures from a texture array?
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.
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?
upwork, or post on the forums or other discords
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.
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.
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.
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 ๐
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
https://github.com/EdyJ/blender-to-unity-fbx-exporter This should do it for you, and includes a more detailed explanation of why this task is not straightforward
Is there anyway to find free UI designs and UI Text that I can use for Prototyping games and for Portfolio games?
What about custom designed fonts for things like titles?
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.
Y is up because of cartesian plane
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
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
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
how can i generate lightning on my sphere
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
You have to do apply transforms operation if you want object scale to be passed onto mesh data
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
would anybody happen to know why the shader to rgb + color ramp produces a black texture but without them the texture is fine?
You can't plug a "color" output into a shader input
Is there a way to automatically pre-multiply alpha for image assets?
You need to keep the original BDSF or whatever
Cant just put Color Ramp into the Material Output
doesnt make much sense
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?
its on the material
@lime pollen are you talking about the bounds?
@lime pollen I'm really not sure what you mean by that?
Unity has the third person controller sample.
no, I'm saying the UV properties are on the material, not the other components
whats tat
@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?
When using a sprite renderer, assigning a different sprite in a keyframe is moving the UVs
Your model is not 2D so I'm not sure that you want to be using the sprite renderer component with it
looks like they're using it to animate the mouth
but yeah you shouldn't be using a sprite renderer to do that
I'm not sure why the sprite renderer is even there to begin with
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?
Not unless you give us more info. Are your material settings correct? Is your UV map correct? Is your texture correct? Does the exported file work when imported back into your original software?
how to remove empty border?
Use edit button on the asset and apply new border with automated tools
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
so
i made this in blender and when i exported it
i get this
someone can help me fix it?
Are you using a Blender Shader or something?
Cant really use Blender Shaders in Unity lol
Thats 2 different Render Engines
๐
You need to find it for Unity
whatever that type of shader is
is that like a Cell Shader?
Just look it up you cant use Blender Shaders in Unity
Blender uses Eevee
Unity uses its own thing
basic logic
You can set the face to both on the default shaders. But ideally, you just flip the face so it's pointing outwards.
are 2d normal maps buggy?
they're not working for any of the sprites I have implemented for
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.
hey osteel
it's me man how's going?
also, can you help me on something?
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.
Like @fluid oak said, more info please. My textures and UVs are working fine, so we could compare the process and see what you're doing different to find the problem. I assume by the way you phrased your message, the textured model looks fine in Blender when you set the Viewport Shading ( top-right ) to Rendered.
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.
Probably missing a raycaster on your UI canvas
or something is infront of the button
Would this be the appropriate place to ask about shaders?
@outer halo apparently I'm blind, thanks
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.
The sprites must be rendered using pixel perfect principles / components
https://blog.unity.com/technology/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games
Which means they must never be scaled or rotated non-incrementally and their position must be snapped to the pixel grid
Oh, this looks perfect! I'll go check this out. Thank you!
The blog post mentions the "pixel perfect package" but iirc if you're using URP or cinemachine they may have their own variants of it
It also only works with sprite renderers using an orthographic camera specifically
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.
This phenomenon also happens when moving the camera, even if the sprite is perfectly snappy, so if the camera motion is slow or smoothly damped, everything seems to jitter in relation to camera
Is it possible to import quick select sets from maya to unity?
unity doesn't have a concept of sets so no
Damn XD
That's not entirely true; Unity has selection sets but they aren't imported from maya.
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
I believe that number is for texture size in graphics memory
Correct
ok great to know
can someone explain why my texture im importing isnt showing up as a usable texture?
What extension does the texture use?
like .png, .jpg, etc
its says .jpg online but in my files it says .jfi
.jfif*
thats probably why, but i cant find a jpg i need
they're all saving as jfif
weird
And will using Atlas reduce the build size?
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
convert it then maybe
many online ones do it for free
k
I have never heard of jfif before, but yeah that's definitely the issue. Unity won't support extremely random formats like that and you'll need to convert it to something more standard
https://docs.unity3d.com/Manual/AssetTypes.html
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
Mess with your shadow bias, add additional occluders, ask in #archived-lighting.
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
I mean, I'm no expert on it.
But this isn't #archived-lighting so
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
Hey so I'm having a problem with this
And was wondering if someone knows the problem
(NOTE: Used blender for the "Map" that isn't working)
No, this is because of your meshes and bias
No, I'm quite sure
A texture atlas will have no difference in the amount of data or the compression compared to individual files
The only difference is that the GPU can save draw calls and loading operations
That's what I think so too but everyone else is saying it can reduce the build size
But I don't trust them that much
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.
Who exactly is 'everybody else?'
Hi, does anyone know if there are any limit on blendshape count in a skinnedMeshRenderer?
all over the internet
but then again, like I said, if you google any sentences, it will has many sources to back it up
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)
you should create them seperately to be able to tweak it on the fly in unity if you need
It depends on a lot of things. For instance, if you are using unity terrain, that would make a good case for starting out in unity for the blocking out.
Thanks for the advice, any suggestion on how I would go about say model a castle in blender on top of a unity terrain hill? Or a dam between mountains? Any way to have some sort of reference to the terrain while modeling?
With the cloth system, is there a way to select edge loops or are we stuck selecting each cloth particle individually?
No built in way. You can set cloth particles by script though so it might be possible.
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
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.
There's many different ways to make lines
Depends on what the lines need to do
or what they need to look like
Could use a projector, or a light cookie, or a 'render objects' pass with a separate shader, or a depth based postprocess/render feature
A line renderer, or two-dimensional geometry covering the mesh using solid color or tiling line texture on it
i can't seem to import the asset i've downloaded for some reason, pls help
"You seem to be offline" is probably the issue
i suppose so but idk how to get rid of it tho
my internet connection always look like that lol
it's actually connecting rn
How do you guys use roughness maps from PBR materials in Unity?
Hi guys, i just wanted to ask of parallax corrected reflections like these are possible with reflections probe
https://youtu.be/kZJhe1B6668
https://youtu.be/mzakSpNv1t0
created a fully reflective material and wow, it looks amazing.
Any kind of answers would be very appreciated
Use the 'box projection' option on your reflection probes?
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
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)
Maybe you have to switch the direction of the faces from inside to outside and Reimport it
Is there a way to import the hierarchy of a scene in a project to a scene in another project?
Save it as a package and import the package.
Thx
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?
There are no options to make it rounded or gradient, you need to be importing your art as needed.
Gotcha, so the input box and send button should be images?
Yes. You would also 9slice then in Unity so you could stretch them without losing the rounded sides.
Re-posting, posted it on #๐ปโunity-talk feel free to remove this post as this channel seems more appropriate to post it.. just want to share a 100% free assets
https://thebasemesh.com/model-library
All of it are CC0
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?
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
where do i have to put the roughness map in material?
Unity uses Smoothness (opposite of roughness). It goes into the Metallic slot in your screenshot.
https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSmoothness.html
i tried but it doesnt work, the whole material is reflective now
good thing i found a build in shader called Autodesk interactive shader and it has a roughness slot
Yes because you're using roughness into smoothing which will be the opposite. Of course it won't work.
but for some reason it doesnt reflect the lighting
only close light so i had to add 2 directional lightings
Are you using a lit sprite shader with no lights?
@glad citrus #854851968446365696 on how to ask a proper question
Also, don't crosspost.
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:
- 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? - 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? - 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?
- Should I avoid scaling things and if no, which sprite scaling ratios are okay?
- What things did I miss? - if possible, please add them here
I can provide any additional info needed.
- Entirely up to personal preference. Higher PPU will give you more details but will be tougher to make
- I think you have to modify the reference resolution for that
- Its usually avoided because pixels of different sizes can look weird but maybe you can make it work
5 - that's the problem, sprites and pixel perfect camera have ppu, and if I can change pixel perfect camera's one I don't think i can change all the sprites' ppu values in runtime
ppu shouldnt be affected by zooming
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
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?
well uhh idk
you can make a default ref resolution variable and just multiply it by zoom value
I'm just worried about which values I can use as zoom values and which I cannot, do you know something about that?
to keep things 100% pixel perfect, you want all game pixel to be same size in screen pixels, but pixel perfect camera should take care of that for you
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?
generally smooth zooming and pixel perfect dont 100% go together, but for example Terraria made it work well
Yes, I tried, it doesn't work easily it seems. that's why I'm asking, should I try pixel perfect at all if I'm trying to make a 2d top down pixel rpg for mobile? Something between terraria and stardew.
well I guess that one is up to experimentation
that's why I'm asking whether you would go for pixel perfect or not
I would
because not having pixel perfect can mess up the game visually
especially if youre using a tilemap
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
are you doing multiplayer or something?
no, coop and ranking board might be a thing in future, but that's it
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
My problem is only and only that I cannot tell my artist how to draw, like, on which canvas, that's why I'm here
what kind of game are we even talking about
2d top down pixel rpg for mobile
tilemap, right?
objects - no, they are placed by hand and tiles - yes
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
they need to choose x and y size in their art program so they could see how objects would look like in game, so we don't get objects a lot smaller or bigger than other objects
uhh idk what's the issue, when I do art for my projects I just have a very large canvas where I draw the tiles and sprites wherever I deem comfortable
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
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
have you picked a tile size already?
because you should base your sprite sizes on that
yes. tile size is 32x32. we can change it though if needed.
what? okay, so one our tile is 32x32, why we need to adjust sprites based on that?
you probably want all the sprites to actually fit your environment
and tile size is the least resizable thing because you'd have to redo every single tile you have
not hard when you have 2 tiles.
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
might be xd. so you would suggest pick 16x16 or 32x32 first, then make for example a 640x640 canvas, draw player with the size related to tiles we want, then start drawing objects?
ehh I think you should just go and experiment a bit
Could you please tell if I'm right or wrong in the question above?
it's art, you work in a way that is most effective for you
I just don't want to get objects of different sizes, that's all xd xd xd
that's why I'm asking if my approach is great or not
draw a bunch of placeholder tiles so you can make a placeholder game area and test the sprites on it
but that goes back to the problem of choosing the sizes of placeholder game area
how much you/your artist are experienced in pixel art?
I don't draw. My artist - 1 day.
So you're beginners
then I recommend going for a simple style, like 16x16, 12x12 or even 8x8 if possible
may I ask why? they said that it's easier for them to go for higher res because it's more of their general style, like, not pixel one
smaller tile sizes are simpler - less squares to deal with means you have less details to worry about. Just pick whatever size is comfortable for you. But keep in mind that pixel art and line-art are two different worlds
simply doing line-art in a low resolution isn't pixel art
This is their tiles. I personally think they are great, but what do you think?
they're 32x32?
yes.
yeah they look pretty good, though they don't look like conventional pixel art to me, more like realistic
is this a bad thing?
no, it's fine
just a different style from what I was thinking about
it's something like factorio's style
yes. And we are hoping it will work ๐ Thank you for your time, we appreciate that!!
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.
uhh idk never worked with these, you should probably search online
okie, will try!
That was actually the case lol...
I fixed it by increasing the light intensity...
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?
Oh maybe I should post this under #๐ผ๏ธโ2d-tools
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
That package was made in built-in renderer and you are probably using #archived-urp ?
Ah, yeah
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.
we need more information to help you, but im sure bigger resolution for tiles is not the answer
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?
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?
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?
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
Thank you!
Also some parts seem to rotated for some reason when i imported it,even tho i applied the rotation and made sure there is no different values between unity and blender
any idea why?