#🔀┃art-asset-workflow

1 messages · Page 4 of 1

fiery lynx
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I've found out that you can just add plane in Unity, and since I've already extracted material, I could just drag and drop it on top of the plane and it works fine, but I was wondering for the future reference how is the method in the tutorial above working for that person since he has also connected texture through shader :)?

glacial vector
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References to a texture can also be carried across as part of the file

snow tundra
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Hello everyone! So I don’t know what to do here, I’m not sure if the link to this model has expired or so but I was trying to download some model and it isn’t a folder it’s a RAR file, am I supposed to turn it into a file and then zip it and then extract?

woven dome
snow tundra
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OHHHHHHHHH!! Hah my bad thanks guys! 🤣😭

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Lol I’ve never used winzip before, what am I supposed to click? (Just want to double check)

snow tundra
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Can someone explain what I do? I’ve never used winzip before and i don’t understand some stuff

lime pollen
# snow tundra Can someone explain what I do? I’ve never used winzip before and i don’t underst...

First you should understand what a zip file is, it's basic computer knowledge https://experience.dropbox.com/resources/what-is-a-zip-file#:~:text=ZIP is a common file,file in the original format.

A ZIP file works by making your files smaller. The ZIP file format is a great solution for sending multiple files in one email. Discover the pros & cons of ZIP files.

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Also I'm pretty sure you literally just did this the other day

snow tundra
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@lime pollen oh well I did! It’s just for this one it showed something different I’m slowly just understanding things, ill take a look at the link, thanks :)

snow tundra
lime pollen
snow tundra
lime pollen
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Again, you really should research this, it's basic computer knowledge

snow tundra
snow tundra
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@lime pollen I’ll let you know if I can hopefully get it to work

snow tundra
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Ok! Well I’ve just checked now but there’s nothing there that says extract (that’s what I do with zipped files I turn the file into zip > extract and then there’s my folder!) Would I use winrar to extract it? Or do I just click compress to ZIP file Ive tried doing that but whenever I try to import the model it doesn’t show the fbx file to import it @lime pollen

lime pollen
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Compress to zip file means turning it into a zip file

snow tundra
lime pollen
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Yes... omg

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Unzip is just extract

snow tundra
snow tundra
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@lime pollen am I able to use 7zip instead?

lime pollen
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Yes? You really don't need to ping me for every interaction, I'm not going to babysit you through extracting a RAR

limpid ibex
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Hey Guys, I do have a question about Blender & Unity.
I watched plenty of Tutorials and none of them working for me.
I have problems extracting a Self designed Model (or any model) + the Materials/Textures I got on it to Unity.

Is there some1 who could talk/show me how to do it correctly?
I have a workflow but it isn't working and I dont know if the way I do it is correct (i follow YT Tutorials) or if I miss always something or if there are settings in Unity I need to change or idk.
I really cannot identify whats the real problem and why it isnt working for me

snow tundra
burnt bramble
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how to make a material that has no light reflection

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like just a black material that keep the same color and is not affected by the light

burnt bramble
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ok

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Thanks it works !

limpid ibex
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How do you guys usually Export your Model + Materials From Blender to Unity? Like whats the Correct workflow

misty lantern
tiny shuttle
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Is there a way to use a second image in order to make colliders for another image?

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Like a black and white image and every pixel that is black should collide?

warm yew
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I'm working on a game and we're trying to implement this UI for pre/post mission briefings. Does anyone have any ideas on how to get the grid to scale properly with different aspect ratios/resolutions?

red socket
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You would need the grid to be drawn on a seperate layer masked behind the mission briefing

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Make it a simple tiled texture, you can probably just make the texture a single grid square

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I’m not really deep enough into unity to say exactly how, but at that point you’d just need to render the grid at a fixed aspect ratio regardless of the screen resolution

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You could also use nine-slicing to allow the mission briefing UI itself to stretch to fit whatever aspect ratio the window is rendered at without distorting the gradient

warm yew
red socket
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Np

limpid ibex
misty lantern
limpid ibex
# misty lantern It is, if you assign the same values or texture maps for each material property ...

What we did yesterday (and it didnt work for us)

  1. We made a Model in Blender
  2. We took Materials from Internet and put them on the diffrent faces of the Model
  3. We UV Unwrapped the Model (with the textures on it)
  4. We baked the Materials in Blender and Safed the Images of it (for Unity later)
  5. Export the Model as .fbx
  6. putting all into Unity
  7. Created with the baked Images the Materials in Blender (with dragging the Images to the Settings of the Materials (height map, normal map...)
  8. The Model had fucked up look (not the model was fuked up, it was the textures/Materials on it, which were fuked up)

So did we do that correctly or how do you do it?

For example you need a certain Model for your game with certains Materials on it how you you implent it in Unity?

Me and my friend, tried plenty of YT Videos but nothing worked for us, we think we are doing something wrong

lime pollen
limpid ibex
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Model + Carpet Material on it in Blender

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Diffrent View

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our baked texture of it

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as you can see its UV unwrapped too

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How it looks in Unity

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What I did in Unity:
I made a 2 folders and put the fbx model in there too:
textures/"our baked texture.png" (the picture above i sent)
materials/"testingMaterial" (i put the "our baked texture.png" in the Albedo and put the Material on the Model)
model.fbx --> I gave the Model the Material we just created with the Albedo: "out baked texture.png" and it looks like this

where is my mistake?

lime pollen
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That's a really weird looking model. Could either be a uv or normals issue

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Show the uvs and also the wireframe

limpid ibex
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Just fyi: the model should be a Hotel with the diffrent rooms as 1 big cube object
I agree the model is probably not that good designed by me but I also tried the same steps with just a cube and a sphere in it and had same graphic/materials problems, thats why I thought it might be mistakes in my workflow rather than in my model (i know its still not a good model)

fiery lynx
limpid ibex
lime pollen
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I meant like the actual normals of the faces

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That's why I'm asking for the wireframe

fiery lynx
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You should go into edit mode, select all, alt + n, and then select recalculate outside if I am not mistaken

limpid ibex
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ok trying

limpid ibex
lime pollen
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Click shaded wireframe on the top menu in the scene window

lime pollen
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I meant in unity but that works

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Now show the uvs

limpid ibex
limpid ibex
limpid ibex
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Thats btw the "Shaded Wireframe" in Unity, if it helps

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looks pretty fucked up with the Verticles but ye.... I know my model sucks

fiery lynx
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Unfortunately I am also new, and nothing else crosses my mind 😦

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I hope it helps

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I think normals could be problem in your case because model seems transparent

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I had the same problem and people from blender discord channel helped me out

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Unfortunately, I still have problems with exporting models...

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But atleast they aren't transparent anymore :). One problem less to worry about

limpid ibex
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Ok I will try to do what you said, just need to find everything

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Ok thats how it looks rn.
I think on the Bottom left is also the UV Reo wanted to see right?

limpid ibex
# limpid ibex

and thats the UV without the material on it right? I hope i thats what Reo wanted to see, if not just tell me, I will try to get the right UV

limpid ibex
fiery lynx
limpid ibex
fiery lynx
limpid ibex
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I did your steps from above and now I got a red face on the front:

fiery lynx
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Could you provide a image

limpid ibex
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ye uploading rn

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there it is

fiery lynx
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Ok so I think that you should just select red faces and then recalculate them

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Go into face mode and select red faces

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And repeat the steps

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I think it should fix it

limpid ibex
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ok

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i did that but still same

fiery lynx
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Hmm

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How about recalculate inside?

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It is invers of other function so it might do the job

limpid ibex
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fixed it with inside

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but now looks still a bit weird on top of it no ?

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ok did inside on the left corner and outside on this purple face

fiery lynx
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Are all of them blue now?

limpid ibex
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except this one which is light purple or something idk, yes all blue

fiery lynx
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Try exporting it now using the usual methods

limpid ibex
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and now I need to unwrap it again and bake textures again to get it into unity? You think that might have been the problem ?

fiery lynx
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If normals were the problem, I think this should have solved them

limpid ibex
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or how you do it usually? Because you said it is working for you now

fiery lynx
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And if that doesn't help, try to bake again

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If that doesn't help either, I am sorry but this is as far as my knowledge goes since I am also beginner to both blender and unity

limpid ibex
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do you make Path Mode Auto or Copy?

fiery lynx
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Atleast that's what they do on yt tutorials

fiery lynx
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copy

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and tick the icon next to it

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so it turns blue

limpid ibex
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ok

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ye ik

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Still same

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I did the export, put the Material from before on it and same result

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ok now I try to bake again and see if that fixes

fiery lynx
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Is your scale applied in blender

limpid ibex
fiery lynx
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Might be that it is stretching the texture

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When you are in object mode, press N

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you should see this window

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with transform

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rotation and scale

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scale should be 1 1 1

limpid ibex
fiery lynx
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I am sorry but I don't know what could be the cause of the problem 😦

limpid ibex
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still thank you very much, could you tell step by step what u are doing to make it work ?

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like from 1. modeling - 8. export .fbx

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are you doing "UV unwrap" or are you doing "Smart UV Project"

fiery lynx
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I am struggling with that aswell. My models don't have right texture applied to them when I export them to Unity. I have been struggling with that for the past 3 days

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Looked at tons of yt tutorials but still nothing

fiery lynx
limpid ibex
fiery lynx
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I've seen a lot of ytbers do that

limpid ibex
fiery lynx
limpid ibex
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thats the UV Unwrap with just "Unwrap"

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UV Unwrap with "Smart UV Project"

limpid ibex
fiery lynx
fiery lynx
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Is your UV unwrap in the borders?

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Inside of borders

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It seems to be out of border

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Or am I seeing wrong

limpid ibex
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when I do "Smart UV Project" they are in the borders but not every wall is onto the materials (weird, shouldnt be all on material, since every wall has that material assigned?) but it is inside the borders

fiery lynx
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I honestly don't know what might be wrong, you could probably try to scale down the uv project since it seems like your material is streched across walls

fiery lynx
limpid ibex
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u mean lowering the magins?

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i gave them "ISland Margin: 0.010"

fiery lynx
limpid ibex
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if i put it to 0 its like that

fiery lynx
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so all the walls have more material

limpid ibex
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ok so normals transform ?

fiery lynx
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it kind of makes sense in my head but i don't know if it will work

fiery lynx
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regular scaling

limpid ibex
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in the shading tab =?

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or does it not matter where I scale it down ?

fiery lynx
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in the uv tab

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bring back the margin to something small but don't leave it at 0

limpid ibex
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ok so here? Why are there no materials here on it ?

fiery lynx
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and then to material preview

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in the object tab

limpid ibex
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I did again the margin to 0.01 and scaled it down in the "UV Editing"

fiery lynx
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alright, try scaling all those walls in the uv tab

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I think that the problem might have been that you tried to apply texture to whole hotel at once

limpid ibex
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did it on the left

fiery lynx
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since it is massive

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ok so are you satisfied with the way texture looks in blender?

limpid ibex
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i want the texture to be smaller but then in the UV tab left, the wall are going outside the borders

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this is a problem no ?

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I mean also I could fix the size of the texture in unity using tiles no? to make it smaller and appear more often =?

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I would like to have it on the right side like this, but then on the left side its going outside the borders

fiery lynx
lime pollen
limpid ibex
lime pollen
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I guess that means you don't need to work on this anymore since you're dead

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Anyway for a quick fix you might need to just set your texture to repeat in the import settings

limpid ibex
lime pollen
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Your uvs, mainly. Go watch a uv unwrapping tutorial

limpid ibex
lime pollen
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Eh, kinda. You can try and see if those work

limpid ibex
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now its looking that way in unity

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I did use the UV where you said "Eh, kinda" and baked the textures and I still get this stretched material

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its kinda working on the right edge but not somewhere else

limpid ibex
lime pollen
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Try setting your texture to repeat

limpid ibex
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In Unity ?

lime pollen
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Yes

limpid ibex
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Is it a Setting in the Materials tab ?

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I will try that in a Bit. Im chilling with my GF rn. I was frustrated because i dont understand where my mistake is

fiery lynx
lime pollen
limpid ibex
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Wrap mode already repeat

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Reo you have any wild guess what my problem is?
Is it the fucked up model
Is it wrong Workflow/Missing Steps I do
The UV Map
or anything?

Because I am really clueless what I am doing wrong.

lime pollen
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It's likely the uv map, that's my guess

limpid ibex
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But isnt UV just select all and „Smart UV Project“ with a small margin?

lime pollen
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God no

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That's how lazy people do it and that results in fucked up uvs

limpid ibex
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Ok. I will make research on That. Thanks for you help, i will let u know when Clamp changed something

eager mist
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Hey we've added a few weapons to a shooter we are making but they act almost as if they're transparent, not that you can see through them but you can see inside of them. They aren't missing faces because when you pan around them they show the furthest side just not the one you are looking at. Is there an obvious fix?

glacial vector
red socket
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Judging from the picture, every single face has it’s normals inverted in the same way

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So it might be a better option to select “flip normals” instead of recalculate

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In blender, your faces won’t appear inverted like they do in unity, but there is an option somewhere that visualizes normals to show which direction a face is pointing

glacial vector
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Why is it better?

red socket
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More predictable results

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From my limited experience anyway

eager mist
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Thanks this is very helpful but for the future is there a quick way to check if they're flipped before I export or at least prevent it from happening to save time?

shadow cradle
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☝️ says it will alwasy happen

hallow viper
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hey, if you create a particle system with vfx graph, is there a way to make the game object automatically delete itself when no more particles are spawned?

hollow swan
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why would anyone want to use Bilinear if it makes everything blurry?

lime pollen
hollow swan
lime pollen
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Yes, it prevents aliasing

eager mist
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hello , pls can someone help me dont something
i have a touble since i dont have photoshop
my character has an animation of top , down , right
but i dont have the left side sprites , so can someone just help me or idk flip it in his photoshop pls?
and thank u

lime pollen
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Alternatively you can just flip them in unity

little charm
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Is there a way to reset rigged values of a fbx model back to when I downloaded it?

little charm
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Yea Unity

lime pollen
little charm
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I changed the value in the animation tab --> configuration, and neither revert nor ctrl+z let me go back

lime pollen
eager mist
lime pollen
plush quartz
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anyone know how to fix this?

chrome rune
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Any clue why the default custom physics shape in the sprite editor looks like this for these tiles?
Ideally the lines should be exactly on the purple/transparency edge, but unity is seemingly adding a kind of padding around that, I tried changing the outline tolerance but nothing changes. I can change it manually but I expect these tiles to change quite a bit and that gets tedious real fast.

red socket
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I have the same issue and I’d also like to see if someone has a solution

red socket
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I noticed that sprites have an extrusion distance parameter in the import settings, but it had no effect for me

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There’s also the tolerance option in the custom physics shape editor, but this similarly did nothing for me

hallow viper
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hey, is it possible in unity vfx graph to use a texture sheet in such a way that when a particle is spawned, a texture is randomly assigned from the sheet?

oblique cipher
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Hey guys, here's a real noob question. Say you're making buildings for a city and you have some predetermined sizes and shapes for the buildings' footprints, as well as their heights (assume flat roofs). What's current recommended best practice workflow? Make a 2d polygon plane for the footprint shape, then extrude it upwards by the building height amount to get a 3D object? But would the building then have the same texture on all walls and roof?

red socket
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That sounds like a pretty good way to go about it

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As for the texture, that purely comes down to how you UV map your model

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Nothing stopping you from putting a unique texture on all faces

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One thing that could potentially save you a lot of trouble though, unless you intend to make every single building completely unique, would be to just make a few generic assets for buildings and piece it together in unity instead of modeling the entire area

chrome rune
fluid oak
fluid oak
hallow viper
hallow viper
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so where exactly should the output of the flipbook block dock?

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got it

plush quartz
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does anyone know why my texture looks like this but when i take it to unity it looks like this

outer halo
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The simple answer is that your UVs are not set up for it. The difficult solution is to use a shader which projects the texture in world space, like a triplanar shader.

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Difficult if you have no experience. Shader graph does have a triplanar node though, which makes things a little easier.

fluid oak
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Or just UV it

trim spindle
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I just started using unity, I wonder how to render an item asset? 🤔🤔

ebon meteor
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I've been importing assets from Blender for ages, and although the tried and true method of exporting as FBX files with corrected rotation is reliable, it's also a bit clumsy when rapidly iterating back and forth between Blender and Unity, so I've been trying to get .blend files to import natively. Only trouble is that I can't seem to get the rotation to import correctly any more. As I understand it I should just be able to boop the Bake Axis Conversion button on the import settings menu and it'll correct that, but instead it's just rotating it 180 degrees on the wrong axis as if it's got .blend mixed up with another format. Do I need to configure this somehow? Is it broken? Am I misusing this feature somehow? Just very confused because I've watched a bunch of videos where this solved the issue for other people, but I'm getting weird behaviour instead.

ebon meteor
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An update; I made a quick bodge by editing Blender's init.py file in the .fbx export settings to force the correct settings, because this seems to be what Unity uses to convert it all, but given that I use Blender through Steam I very much suspect that this'll break every time there's an update, so if anyone knows a better way I'd still love to hear it.

compact summit
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in substance painter is their a way to put a normal or alpha in the exact center of a part of my mesh?

lyric nymph
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Does anyone know how I can author box colliders in blender/maya/etc for fbx import? Like how I can create colliders in a 3D program and apply them in Unity rather than using a mesh collider

lime pollen
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unless you use a mesh collider of course

lyric nymph
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is there a standard method for authoring my mesh colliders as part of the same fbx as the actual prop? I know I could just have 2 .fbx files for every interactable object, but it seems tedious to maintain

lyric nymph
misty lantern
mossy slate
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what can i use to make it easier to make a mesh with blender and then put that mesh in some sort of painter and make textures

outer halo
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Blender already has the option to paint textures

mossy slate
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dose it???

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sorry im still very new to blender

misty lantern
mossy slate
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k thx

small fjord
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Alright I have a problem in regards to importing animations: It seems that when importing my new animations yesterday, the way that they come in to Unity has been changed but I don't know how. Essentially they are missing a sub grouping that somehow makes unity unable to match the pieces together for my character. The skeletons are the same for both the animations and character. The program, Maya 2020 and the process of doing this has not changed between all of my work. I don't know if this is a Unity problem or a FBX problem. Any ideas?

clever needle
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I'm wondering is there a proper workflow to export assets from unity without any problems?

fluid oak
clever needle
fluid oak
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You have to include all dependencies when building a package

clever needle
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I did. All the .fbx files as well as prefabs and textures.

jovial roost
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Hey, I am having trouble exporting Blender model into Unity with material/texture.
I've been reading on it a for a bit, but nothing works(except manually exporting textures, but I have no clue where to attach them to make the model look correct)

Are there any solutions nowadays?

misty lantern
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If first, bake the nodes to textures or set them up otherwise so all you're feeding into the inputs are simple values or image textures with no texture coordinate other than UV
If second, I don't recommend bothering to try to embed them and import them manually instead

jovial roost
blissful isle
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Ended up with these outlines along the letters, only visible from the side though, clearly the metallic part of the texture doesen't quite align perfectly, even though the texture maps are identical except color @misty lantern

misty lantern
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You'd have to enlarge the bright parts of the metallic map a very slight amount, I'd use a very careful median filter and/or color curve to do that

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How you do it isn't strictly important but this is basically the effect you want on the image texture's pixels

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This is actually kind of an involved problem to solve, and gets more difficult with distance and sharp viewing angles because of mipmapping and anisotropic filtering

fluid oak
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Funnily enough, it is a problem that happens in actual printed books as well due to layers of ink and gloss not being perfectly matching

ember oriole
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Any Gimp experts here can tell me how to lower the the transprency of the colors based on how dark they are? I’ve attempted to use Color To Alpha using black but it does not preserve the original colors such as dark green, only 00ff00.

misty lantern
visual furnace
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To dynamically attach objects to players etc, unreal engine has the concept of "sockets" to mark a position where the items can be attached (i.e. a socket on each hand, then code can dynamically plug meshes there).
does this exist in unity as well?

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in blender i use empty objects to mark those positions

fluid oak
visual furnace
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yea i saw they exist in the create menu, but they dont seem to be imported automatically from blender

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@fluid oak which makes we wonder if im trying to shoehorn a pattern from another software into this one

fluid oak
# visual furnace <@172484507788771328> which makes we wonder if im trying to shoehorn a pattern ...

Well, first of all you need to ensure that blender is exporting them- I believe that by default it doesn't export empties with no keyframes(though that might be a version specific thing) and ALS, you have to make sure that unity is set to import all objects in the hierarchy- especially if you have a rig set to humanoid it defaults to stripping out non-humanoid empty transforms because it thinks those are unused bones.

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A lot of the time software assumes that empty transforms are junk that can be discarded unless you tell it otherwise.

visual furnace
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@fluid oak oh i just played around with it some more. seems the empties are not handlded as i expect if I select "export selected only" and only select the parent mesh (empty is a child of the mesh i want)
if i just export the whole thing, then empties are created in unity (both as children of meshes or seperate entities).
i keep all my (low poly/effort) assets in one file

misty lantern
fluid oak
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I'm not a blender user myself so I can't give more specific advice sadly.

ember oriole
misty lantern
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It was convoluted though and I probably don't remember precisely

ember oriole
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So I pasted it onto the alpha mask layer and for some reason it now displays the UI text?

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Also in this area that I didn't select exclusively

misty lantern
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It seems you pasted something entirely different

ember oriole
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Finally worked, thanks for help!

misty lantern
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UnityChanThumbsUp now you can adjust the brightness/contrast/gamma to determine how much the color "darkness" corresponds to transparency

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It's probably important to also apply the mask to be able to preserve it as alpha when saving

ember oriole
misty lantern
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Also, "save color values from transparent pixels" option when saving as png can prevent issues from full transparency being overwritten with white in the color channel

eager mist
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I've exported a map (level) I made for Doom using Ultimate Doom Builder.

This allows for maps to be exported in OBJ format, and also generates an MTL file which has all of the textures used in the map.

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However, when I import them both into Unity, Unity doesn't seem to recognize the MTL file as any sort of material.

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And the OBJ that represents the structure of my map comes with some defaultMat which I can't set to use the MTL file.

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How do I fix this?

lime pollen
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Or you can try exporting it as an fbx

eager mist
eager mist
lime pollen
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Drag and drop em on the model

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Although it'll get tricky if you have multiple on one model, you could go download blender and try exporting it there

eager mist
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Oof.

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Thanks anyway. 🙂

dusty drum
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Making an isometric game. This is my sprite so far. I don't really like the colors.

Can anyone give me some feedback?

marble gorge
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Is there something i can do to Gimp dynamic brush to make it having startup and falloff based on total distance like in ibispaint?

full badger
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hey I have an issue with importing my sprite to unity, it's meant to look like this:

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but for some reason, it ends up like this

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(the distortion is most obvious in the top right corner)

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it's a 64x64 pixel sprite, I've set filter to Point (no filter), but it didn't really do anything

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any idea what I might be doing wrong?

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it gets like weirdly pixelated for some reason

fluid oak
fluid oak
full badger
fluid oak
full badger
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lovely, thanks!

tulip grove
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does unity allow you to create "instances" of an object like you can in blender/maya to save on performance?

misty lantern
tulip grove
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I see. I know you can do it with grass and stuff easily

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But I'm making a vehicle interior with a bunch of chairs

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Each chair around 10k tris

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And I want it to be really performant bc it's for VR

misty lantern
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Those three are pretty important things usually though

uneven gazelle
#

Hello peeps! 🙂

I'm not sure I'm posting this in the right topic, if so I apologize up front!
I'm a bit stuck with a workflow issue, I've got a very detailed CAD model that needs to be made RT3D-ready for usage in Unity.
Most of the objects in the CAD model will be static and wont require any interaction so I would like to keep the general shape and look but dial down on the detail.

I'm trying to figure out what the best workflow is for this so I can practice it and become quicker at it.
A lot of the detail that I won't be seeing is for instance the bolts and nuts with thread and everything.
In Blender I can use a decimate modifier, and works quite fine to reduce detail in these objects but stuff like bolts and nuts remain unnecessarily detailed.
Decimating it even further will 'destroy' the look of the object in a whole.

What I could do is manually select all bolts and nuts, separate them from the main object and deleting them, leaving a hole in the main object.
The object will still serve it's purpose but I wonder if there is a more clean and efficient way of dealing with cases like this.
I need to rework quite a lot of models, so any tips on this would be highly appreciated! 🙂

It's not really a Unity question but since its for usage inside Unity the people on this discord might be able to push me in the right direction! 🙂

Thanks in advance! 🙂

tulip grove
uneven gazelle
tulip grove
#

the limited dissolve operation is a good place to start with cad models

fluid oak
uneven gazelle
dire ember
#

this is really basic but i have a sprite in the correct sorting layer that shows in scene view but not in game view, any ideas?

#

ugh, nvm it was under a parent obj who's z value was below 0

white kestrel
#

How do you organize Unity scenes for collab? In UE4 we use sublevels for env, gameplay, AI, lighting, etc. And UE5 world partition with OFPA (one file per actor)

When I first tried Unity didn't know how to best approach it and got merge conflicts on the scene files

Some ppl said to work on different scenes then merge later, but I like integrating work into a playable game ASAP to get early feedback on how it plays

outer halo
#

You use prefabs and only edit/commit those. You then communicate and only allow one person to make physical scene changes. You try to limit reference objects manually in the scene as well.

#

You can also use separate scenes and load them additively at runtime (one for the environment, one for the UI, etc.)

blissful isle
#

Is it possible to have a texture in unity that doesen't scale it self to it's surface but rather repeats itself at the same size?

#

So i can like apply floor texture to every floor

#

Regardless of size of said floor

grave garnet
#

Or a shader that accounts for the object's scale

blissful isle
#

Aight i'll check it out ty

#

Want to make my level building as painless as possible

shadow cradle
#

probuilder has a shader that does that

shell patio
misty lantern
#

Or you could generate 2D images from them and use them as tilemaps that way (if you know how)

winter creek
#

What's a good way to make new 3d characters from an old rigged one?

blissful isle
static oak
#

Hi everybody! I am trying to import a 3D model, already textured, with .fbx extension, onto Unity. The object does not show with texture though, but it just shows plain grey. What kind of file should I export in order to have the textured object onto Unity? Or what steps should I follow in Unity in order to achieve that?

sick glen
#

hey guys, can anyone tell me with a standard shader how do you get it to use the green/blue channels of a texture map?
i.e. here if you have the metallic in red, how would you get it to look at blue or green channels for say, roughness or AO - as right now, the only option is to change the smoothness slider, or use a metallic alpha

lime pollen
fiery lynx
earnest pecan
earnest pecan
#

Metallic uses Red. Smoothness uses Alpha channel.

#

What you want to do @sick glen is make a Mask map that contains R as your Metallic, G as your Occlusion, B will be empty, and Alpha as your Smoothness map.

sharp minnow
#

Is this the right place to ask for exporting help on models?

shadow cradle
#

check pinned first

sharp minnow
#

I already checked out the help page for FBX Exporter, it didn't help

#

The option to export simply just refuses to show up

#

And I made sure the addon is installed and enabled

worthy fractal
#

Hey, all! I'm working on a model I had purchased. I made some significant changes yesterday and saved all progress but when I opened it up just now all reverted back to original BUT a single texture color change which was using Poiyomi. What did I do wrong for all my stuff to not save properly?

inner sentinel
#

Anyone made any changes to the Unity Starter Assets?

tidal quiver
#

How do I get changes to the rig to apply to the main unity window? I scaled down some bones to a comically small size and it appeared to scale the hand of the model with it but when I left the window and back to the main view it was normal. I can get screenshots if needed

#

ah nvm I figured it out but it's probably a bad way of doing it

icy nymph
#

hi, I'm doing some blender modeling and I can't seem to figure out why a logo isn't showing up when importing into unity.

I have used "images as planes" in blender and used the shrinkwrap modifier to get the logo "on the mouse" texture.

#

this it how it looks in unity

#

does anyone have any suggestions?

misty lantern
# icy nymph does anyone have any suggestions?

Investigate
If you rise it up from the mouse in Unity and it shows up, it's probably so close to the surface that it gets drawn behind it
If it doesn't show up, check if it can be seen from below, in case the normals are inverted
Poke and prod to find out what the problem reacts to

icy nymph
#

I've tried changing the "mesh filter" in the inspector, if I select another object like a ball for example

#

the material gets drawn

misty lantern
icy nymph
#

I think I found the issue but i don't really get why it happened

#

i recalculated normals outside

#

and it didn't seem to work

#

i guess somehow my normals are flipped and outside is inside?

#

yeah, if I hit recalculate outside they point down for some reason 😂

misty lantern
#

Fundamentally they have no inside or outside

icy nymph
#

makes sense

#

thanks!!

blissful relic
icy nymph
uneven olive
#

witch looks better

limber eagle
#

The second one 😁

fluid oak
#

Maybe pink/red eyes. Rabbits have pink eyes, not yellow ones

blissful relic
#

I think this isn't meant to be a biologically accurate rabbit

blissful relic
# uneven olive

First one looks more friendly, second one looks kind of like hollow knight

uneven olive
#

Agreed

echo mirage
#

First one for sure

eager mist
#

i get this error while trying to compile aseprite, how fix

outer halo
#

This is the Unity discord. Aesprite has their own you should ask in.

outer halo
#

Type it in the search and hit the search button.

eager mist
#

i have this font i just downloaded and want to import it into unity how?

#

i cannot just drag it in

brittle lotus
#

Anybody knows how can I make terrain like the one in Octopath Traveler -
https://www.youtube.com/watch?v=dkKmKy0YIJ0

IGN

Octopath Traveler reviewed by Seth Macy on Nintendo Switch.

Octopath Traveler: The First 24 Minutes
https://www.youtube.com/watch?v=9AJvN4_43Ok

Subscribe to IGN for more!
http://www.youtube.com/user/IGNentertainment?sub_confirmation=1

------------------------------­----
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YOUTUBE: https:...

▶ Play video
blissful isle
#

Oy anyone familiar with creating textures for meshes in Blender? I used the smart project UV unwrap for an object with 10 equally big surfaces, however they don't become equal in the UV map or proportionate to their surface.

misty lantern
blissful isle
#

@misty lantern Aight i see thanks

misty lantern
blissful isle
#

Is it possible to implement substantially deep textures in unity like these? Currently using URP and i seem limited to normal, AO and Height maps. Saw in HDRP that they have displacement mode, maybe that is what i am looking for

misty lantern
blissful isle
misty lantern
blissful isle
#

@misty lantern Thought so, again ty for helping me understand stuff

glacial vector
#

It's not necessarily too complicated, but tessellation can be quite expensive. Mat ball renders like that are not representative at all of what they would look like in a game

sick glen
#

hi, I was looking at maps the other day and mask maps - just wanted to ask about standard Unity shader and what color channels it looks for. So I know in a mask map the shader is looking for metallic (red), occlusion (green)

#

but wondered what the blue channel would represent, roughness?

#

oh wait roughness is stored in alpha, mb

dusk geyser
#

So I'm creating a voxel level editor, and I'm at the point where I want to create some customizable cube prefabs. My idea was to allow the user to create a bunch of templates, such that you'll have cubes with multiple different textures, one for each face. What is the best way to go about this? I was thinking about chopping up a cube in blender, making each face its own specific mesh so textures wouldn't wrap around. Also, how would I handle backface culling? Would unity handle that for me or should I create different cube prefabs for when I was less quads on a cube (such that they are stacked).

white kestrel
#

How do you snap an object to the ground, like in Unreal with the End key?

outer halo
white kestrel
#

Thanks!! It worked 🙂

sharp adder
#

hello, i'm having an issue importing an fbx from blender to unity

#

i've set the origin to the center of the mesh and applied the transforms

#

but when i import and then drag the object into the scene, the origin is messed up like so

#

any ideas on what's going on?

lime pollen
#

You don't need to be snarky about it. Post your texture import settings

#

No, that's exactly what the import settings are

fluid oak
#

Why did tou disable mipmapping and filtering UnityChanThink

#

The stuff you did is for blocky pixel art

lime pollen
#

Turn off generate mipmaps

#

🤔 I guess it might be a uv issue then?

fluid oak
#

Or use an upscaling shader

#

A shader that essentially enlarges the texture image without needing a larger image

#

Something like smoothpixel on the asset store

#

You're using a game engine where 3/4 of the official features are assets, and are you saying that if I had just posted a script that fixed your problem you would have told me to take a hike?

#

Well, I mean, it's your choice.

#

Yiu can look up how to achieve the same effect, surely.

fluid oak
#

Huh, looks like they deleted all their posts, making me look like I'm ranting =p

solar arch
#

Should be straight forward enough

coral kiln
#

hey there! i wanted to ask a question about an artistic sort of mechanic that i want to implement to my game!

i wanted to ask if anyone knew any ressources about how to do a binding of issac style "sprite swap" for a character in game? basically like issac in binding of issac changing his sprite as he collects different items!

i wanted to implement this mechanic with my chracters (basically when picking up objects their sprite gets changed "like getting a third eye, changing their hat...etc") but i couldn't find any ressources or advice on how to do this with 2d pixel art sprites!

#

if this is not the appropriate server to post art questions, i apologies in advance!

fluid oak
coral kiln
#

thanks for the tips i will check it out

hidden warren
#

Hey guys 😄

#

What is a good character creation workflow?

fringe yoke
#

Design - sculpt - retopo- texture - rig :)

#

You can check Outgang which is a gold mine for everything about character modeling

fiery lynx
#

Hello everyone, does anyone know why can't unity detect my textures when i click on the extract textures option in the inspector tab?

#

Oh I am dumb, it asked me where do I want to extract it

white kestrel
#

Anything better than ProBuilder out there? I'm a bit underwhelmed

fluid oak
#

Better in what way?

shadow cradle
#

just download premade levels

queen wind
#

how should i pose hands to hold objects? it always looks so awkward and unnatural

fluid oak
dusk geyser
#

Question on mesh and texture optimizations. So, let's say I'm chopping up meshes to edit in my scene. If I were to combine my meshes together before I build the game, would this make much of a difference with performance? Also, what exactly becomes of the UV map of this new mesh? Does it just make a gigantic UV for the mesh and optimizes it?

lime pollen
dusk geyser
#

blender

lime pollen
dusk geyser
#

Typical one paragraph documentation

lime pollen
#

The benefit of combining meshes would be to save drawcalls

dusk geyser
#

Alright, cool. Similar with the texture issue, not exactly sure how batching completely works, but I assume caching the whole thing into a single UV map would help eliminate costs instead of having independent textures applied.

lime pollen
#

It's not really about combining uv maps

dusk geyser
#

Yeah, I just was reading up a bit more on it. I have to use the same material which is not ideal. I need to create an atlas somehow of all the generated cubes I make when I combine them.

lime pollen
#

They all have individual textures?

dusk geyser
#

Yeah, I want to be able to change their textures independently through my own tools.

#

and then somehow bake it all together

lime pollen
#

Yeah then you'll need to do some finagling with texture atlases. You can also try using gpu instancing to cut down on draw calls

cinder oxide
#

hope this is the right place to ask this, and I'm sorry if this is a dumb question, but why can't I change the texture on the cube I put in my level?

solid fractal
cinder oxide
#

Ah bless, ty!

dusk geyser
#

So I'm trying to get my texture atlas/array working and I've my mesh in a prefab to control rotating the uvs. However, I get errors complaining that I can't access the mesh data inside of the editor because of mesh leak, and even more errors complaining about it being a part of a prefab. I can use MeshFilter.sharedmesh without error, but this makes every single instance of the prefab, without updating or overriding, change its UVs to that which was changed. Anyone have any ideas how to resolve this? I can create the GO from the ground up and add the scripts without the editor freaking out, but I'd prefer to just have it all constructed already.

#

I'm doing this all in the editor btw

eager mist
#

I have pallets with packages in my game. Is there a simple way to get an effect like the saran wrap addition? It is important that I be able to easily distinguish wrapped pallets and non-wrapped pallets. I'm not sure if this would be a texture or particle effect or what.
Oh, an alternative is to just use the Specular shader.

lime pollen
dusk geyser
#

I'm doing the UVs right now, but it does look like combine mesh keeps the uv values of the individual meshes instead of stretching them into one giant UV

#

currently I'm trying to make it so I can set the uv values on a texture map for each individual mesh, but the editor is complaining to me about stuff

dusk geyser
#

Ok, so it seems that the mesh data is actually a shared resource between prefabs which I didn't know. Still, I don't know why it's got to complain to me if I want to make a new mesh on the editor.

fluid oak
eager mist
fluid oak
#

Dynamic to what degree? If you are creating them dynamically, can't you create a wrap as well?

#

If it is a mesh you generate, you can generate the convex hull of that mesh and use that as the shrinkwrapping

#

Or maybe use a cube with a decal shader- that will only look good if there are no gaps, though

eager mist
#

in the end, someone gave me this

#

Whenever I build up a level of boxes, I'll bring a row of this around the perimeter and I guess that's my texture or something

fluid oak
#

You'll probably wanna resize it and make a normal map, but yeah

gleaming needle
#

Anyone knows where i can find low poly models for free? (im looking for a lowpoly 3d model of Morty from Rick and Morty, doesnt even need to be rigged, all i need is the mesh)

red socket
#

I don’t want to sound like an asshole and tell you to google it but I unironically find most of the 3D models I need by just googling them and sorting through the results lol

#

If you can’t find one that way there usually just aren’t any free models of what you need available

willow sand
#

Hello!
I have a problem with one of my models.

Whenever I build my app on mobile, everything looks fine, but as soon as I switch my platform to PC, one of my models becomes slightly different. (that's a human model and her pelvis moves to the side, which creates a distorted human model)

Does anybody has any ideas for the possible causes?
(please tag me, so that I receive notification)

fluid oak
compact summit
#

is it normal for the bevel segments to not all be the exact same size on corners that are wider then 90d?

atomic solstice
#

The problem: I'm using a texture in a material, but it only displays on the top & bottom surfaces on the model

The goal: I want the texture to display on all sides

Attempted fixes: I've tried a variety of different shaders & tried triangulating my mesh

#

and sorry if this comes off as rude, i just want to make sure I provide as much important info as quickly as possible

glad gull
#

Hello, I don't know if I'm writing my question in the right channel, but I got troubles with materials in Unity. I got a mesh with a texture I made on substance painter, and I used UDIM workflow cause the mesh was first for a movie. Is there a way in Unity to use UDIM tiling workflow ? I know that Unreal does it and it works properly, idk if Unity does too

atomic solstice
#

I forgot to unwrap the UV

#

🤦‍♂️

glacial vector
glad gull
#

Okay, I think I understand 🙂 Thanks !

feral sedge
#

Hi, I bought some 3D Assets on the Asset Store. Some of the assets had very large texture files, in resolutions far greater than we need for our game. Is there are way to compress or downscale the resolution from within Unity? I mean to save diskspace in the project, not only in the build.

misty lantern
#

I believe you'd need a custom asset preprocessor to automatically reduce texture size in project files

#

Probably easier to scale them down in a photo editor, or using some script

shadow cradle
#

If i buy models, can i make a public github project that has those models in the files?

outer halo
wicked quest
#

When importing models into unity using .fbx, the "logo" I get is different from other objects in my scene. Is there a way to import a model so it acts the same as say, a cube in my scene?

#

I'm talking about the blue logo😅

outer halo
#

It's a prefab, that's normal. What issue is it causing?

wicked quest
#

My navmesh agent isn't working corectly with the prefab.

outer halo
#

Not sure how it's related to navmesh

wicked quest
#

Also, some of my components become blue when I add them to the prefab

outer halo
#

All it means is it's linked to an asset. It gives it no special properties.

wicked quest
#

Is importing like this generally a good idea though?

outer halo
#

Models? You have no option really.

#

One thing I'll say is, it's good practice to child your models to a root object in your scene which has your main components.

Don't make the model the root.

wicked quest
#

Okay, so I'll create an empty and use that instead. Thanks!

winter creek
#

Does anyone know about LODs or subdivisions for games? I have a slime character and I'm not sure if I should have a high subdivision character in Blender then lower it in engine? It's lowpoly right now and has shapekeys and applying a subdivision on it isn't allowed in Blender

merry elk
#

Hi all, any advice on how to optimize 3d environment for mobile?

misty lantern
winter creek
lime pollen
misty lantern
winter creek
misty lantern
winter creek
misty lantern
winter creek
wraith wing
#

Hey, I didn't know in which channel to ask this but how do I stop this from happening when importing a blender model into unity. (I'm talking about the fact you see the inside of the mesh)

#

Its very visible on the top rails and bolt

trim trellis
#

Am having problems with decals, I don't have the option of "Decals" in the "Add Renderer Feature".

spark raptor
#

hey i have grass spirte and when i move my camera it makes this weird effect, like my sprite is blurring the tf out of itself

#

is this some option that i have to disable?

trim trellis
lime pollen
trim trellis
lime pollen
trim trellis
lime pollen
#

through the package manager

#

although you'll likely need to upgrade unity first

trim trellis
haughty marsh
#

Hello everyone, i think it is right to put this here. So i have a model, which is fine in blender and unity, but if i take this model to mixamo and make an animation and export it back to unity, some faces are flipped? i tried recalculating the normals, remove doubles and tried everything possible, in blender the model from mixamo looks fine.

fluid oak
haughty marsh
fluid oak
#

Mixamo can export a skeleton only file.

haughty marsh
#

But how would I combine my blend file and the Skeleton file?

tacit lichen
#

the char is flying because of the mesh collider

#

but it is looking good there

#

do we need to make the boxes under barriers seperate to solve it

glacial vector
tacit lichen
#

lets try

tacit lichen
tacit lichen
#

it now goes in the box collider💀

#

it doesnt stuck there, it goes out after 1 second but i dont want it to get in it even for 1 milisecond

#

what can i do

woven dome
tacit lichen
woven dome
#

It gets stuck because of your code

tacit lichen
#

actually it doesnt stuck it goes out in 0.5 second

#

but let me show the code

#

i sent it

fluid oak
hasty flicker
#

got this

#

I need those 2 textures on the shirt but I already have a mask and texture on it

#

but aside from that the texture is really small

#

but when I put the tiling up it makes the mask bigger aswell

#

resulting in

glacial vector
#

Try assigning the tiling texture as detail texture instead @hasty flicker

#

That one can tile independently of the mask

digital dock
#

why she have this ugly reflections on her face and in the enviroments too?? and why the sun is gray???

paper shell
winter hull
#

when i insert my item from blender the transfer is completely off, while i have set point of origin and save it on blender :/

leaden robin
frigid karma
#

i want to change the direction of the red arrow but couldnt find any way to do this in unity, how can i do it?

fluid oak
hasty flicker
#

im making a mod

#

a playermodel mod

fluid oak
fluid oak
frigid karma
digital dock
fluid oak
#

I don't think you can change that without changing the actual orientation of the model. Maybe you can add an offset in whatever code you're using it in?

frigid karma
#

i think im gonna try to make script to change its rotation by how much is necessary

#

i really didnt want to go out of playmaker nodes but i guess its time

haughty marsh
#

Hey everyone, i have a question. I made a character model with rig in blender. Is there a way to export the file with rig to unity and animate the rig in unity, or do i have to animate in blender.

outer halo
#

You can animate the bones manually in Unity, yes. There's also the Animation Rigging package you can use to do some dynamic stuff as well.

haughty marsh
#

could you explain how i could do that? i really dont know how to export and use a blender rig

gleaming robin
#

Bonjour amigos, I'm just here to redirect you to #🥽┃virtual-reality - if you would like to have a look at question I asked about exporting newly created assets to Unity. In short, looking for healthy practices to make sure the files are usable and easy to work with.

dreamy bough
#

Are there are complete 8bit asset packs?

#

Something I could build a full game, with different many levels and world areas, from?

misty lantern
misty lantern
wet dagger
#

Hi there does anybody know what's the orientation of the mesh preview axes?

haughty marsh
#

Hey everyone, i successfully exported my model with rig to unity, but how do i edit the character like in pose mode in blender? thanks

red socket
#

Attach an animator to the model and use unity’s animation tab to record key frames and shiz

#

I’m sure there are plenty of good tutorials for animation in unity

#

I went in blind and was able to figure it out myself fwiw

#

Really pretty simple to use

haughty marsh
#

yes, i know how to animate in general, but in blender you could move the bones and rotate them, in unity i dont see the rig of the character

flint night
#

hello ive put a material on a cube. the material is only showing on 2 sides of the cube. can i make it so its on all sides?

storm kelp
#

hey there, how can i get one texture to apply over multiple objects as if it was one object

outer halo
storm kelp
#

Ok, thank you!

#

ok i have no idea how to make a triplanar shader

red socket
#

hahaha

#

there are probably plenty of free examples to use

#

shaders can be notoriously difficult to learn

#

at least, that was my brief experience with it

blissful isle
#

Anyone used to doing animations with blender? My origin point of my running animation does not quite translate to unity, idle animation does though. Thing is the animation was not in center first but i moved it in blender with delta transform, but seems it did not quite do the trick

urban ivy
#

I have such a model, I want to make it look more modern. Can you suggest an easy way?

red socket
#

There isn’t an easy way, you’d probably just want to make new models with the same design

gleaming needle
#

Quick help for blender
How do I un-fuck it?

#

Rick click on the dividing line - Join areas

cedar pasture
#
  • Is it the right place to ask about sliced sprites?
red socket
#

Probably yeah

cedar pasture
#
  • Then how can i change sliced sprite's original file (or texture, however it's called) and keep all its data like names, physics shapes and such?
gleaming needle
#

How do I ungroup-unjoin these objects?

#

(Grouped them with Ctrl J)

#

(asking in advance in case i dont find, silly me)

winter creek
gleaming needle
winter creek
#

I could subdivide my character for a game as much as I want and it wouldn't really matter so long as I set up LODs for runtime performance right?

gleaming needle
#

I myself cant answer that

winter creek
obtuse jay
#

i made this scene any clue on what i can add for more detail or a tutorial that i can go to to improve it

spice silo
#

Hello.
It's my first question in here, and I hope I am not at the wrong place..
I was wondering around the unity answers forum for quite a while, but unable to find a clear answer on my issue, which is:

  • I am making a tool ( Android targeting mainly ) for the company I am working on, It is basically sort of player on the user phone, and he can browse thing which I am uploading on a remote server, which is mainly .FBX objects.
    Yet I am unable to find how to use a remote FBX objects, which is my issue.
lime pollen
spice silo
#

this is my question

#

i have already running server. i can get the fbx's

#

i can convert the fbx to another format if this is making it easy

lime pollen
spice silo
#

so, no one is loading assets from a server ?!

lime pollen
spice silo
#

It's 3rd week I am on this issue..

lime pollen
#

It's not an easy problem

spice silo
#

I thought that this is an extremally common thing tbh.

#

is it the same with Materials ?

#

since I would like to create materials and stream them to the users as well.

lime pollen
#

Not a lot of games will allow users to just upload assets, it introduces a ton of issues that many game devs don't want to deal with

#

For materials you're gonna have to figure out an interface to create materials first

spice silo
#

I wish to create it in Unity and upload them on the server

lime pollen
#

Well then you'll have to figure out how to export them and load them

#

You can maybe use addressables for that, although that will require rebuilding every time you add a new material

spice silo
#

addreables ?

spice silo
#

note that the objects and materials is made like a few tens to few hundreds per hour

#

and the users app receive a json which describes the new assets they have access to

lime pollen
#

Well then you have a lot of work to do 🙂

spice silo
#

so - Unity basically can NOT refer to objects which were not distributed with it ? really ?

lime pollen
#

It can, through addressables or web requests, but it can't natively load certain things like models at runtime

spice silo
#

Good lords.

lime pollen
#

It's not exactly a trivial thing to do, and not many people need this functionality

spice silo
#

This is the holy grail of anti-cracking apps and games..

#

if i am distributing everything within my app - well..

#

it is going to be a 1 disk big and finally in 10th minute someone would crack it

#

while - stored on the server - it's done.

#

even cracked they cant do much.

lime pollen
#

Your issue is that your dynamically loading fbxs themselves. If you build them to addressables you can load them from the server easily

spice silo
#

still not sure what is the this addresables

lime pollen
#

I literally just posted the documentation

spice silo
#

yes, and i literaly read it

lime pollen
#

You can also just look up a tutorial

spice silo
#

yet it doesnt say much

lime pollen
#

Also, don't underestimate data miners, if you can load stuff from a server it's not too many steps from them figuring out how to download the assets themselves

#
Unity Learn

Verified in 2020.3 In this tutorial, we’ll explore the Addressables system, which uses AssetBundles to separate and simplify the packaging and referencing of assets. Among other things, using AssetBundles allows you to update the content within your game without the need to ship a new version of your player. This approach results in faster itera...

spice silo
#

the things is already cripted with traveling 256 bit crypto key which is different for each asset and it is encripted on the fly for each user request

#

good luck with bruteforcing

lime pollen
#

🆗

spice silo
#

i just made the whole infrastructure

#

beling that this is somethign trivial and end up facing a white wall

#

Is there some example how to load this Adressable thing from a server and access it ?

lime pollen
#

At this point you can look it up on Google, I don't have an example on hand

spice silo
#

Just before jump in this Addressable abys , here my workflow which is currently working :

#

"ExternalThings" folder is just an example. It can be also MemoryStream

lime pollen
spice silo
#

So far I understood that if I import the fbx as an asset which is going to be addressable it is what i am looking for. Or no ?

lime pollen
spice silo
lime pollen
#

You don't need to zip them but sure that's fine

spice silo
#

the idea of zipping them is that i've made my server to pack a few things tougeter - like , if you request 5 x fbx - the server will pack it as 1 file

#

this is what i meaned

#

now i need to rework it to pack these addressables instead of the fbx's

lime pollen
#

Addressables are already packed into bundles

spice silo
#

.. not getting it.

#

I need each of the fbx to be a separate file

#

ec.. this "addressable" thingy

lime pollen
#

Well that's not how Addressables are bundled

#

When you build Addressables they're automatically bundled for you into groups

spice silo
#

well.. the whole point is to distribute each thing separate, since the database of the objects grows with about 5 to 20 GB / day

#

I cant distribute like 5 TB in a single file each time someone opens the app..

lime pollen
#

You can still load them as individual files, it's just that the bundling is handled for you

#

You know what, just make a small test case of about 3 files and see if it works for what you plan to do

spice silo
#

Well. I know that I have wasted a lot of time and energy to you. and for sure I would like to say one big Thank You ! 🙂

#

going to try to understand it from the examples before asking more stupid questions.

rich cargo
#

I think this is the right place for this question, if not please direct me to the correct channel.

I am using a Sprite Renderer in a 3D game to achieve a look similar to Octopath Traveler. However, even if an object is above another one in terms of position, sometimes the sprite renderer renders it below it (which causes some very strange visual bugs). Can I make the Sprite Renderer depend on the Y coordinate first, Z second? I remember there being a way to do this, but I can't remember how to exactly. Haven't found the solution in the Unity docs yet either.

rich cargo
lime pollen
rich cargo
lime pollen
rich cargo
#

I still really feel like I'm missing something. It seems to work fine in this tutorial: https://www.youtube.com/watch?v=wYulZiBKg-I

And others I've found which use this method. Thanks for the help, I'll keep looking!

Tutorial for creating Unity games with 2D sprites in a 3D environment.
2.5D games come in many flavors. A popular approach is to use a 3D environment and assets but limit the player movement to only two axes. Another method would be to use 2D assets while exploiting the third dimension only for its parallax effect.

🎁 FREE High-quality assets: h...

▶ Play video
rich cargo
winter creek
#

Do you guys recommend shape keys for a face or bones? I intend to make a game with many anime styled characters that may change the physical meshes of certain characters.

merry elk
#

How do ya'll atlas pack environments?

misty lantern
merry elk
#

3D

#

sorry I should have been more specific

#

buildings, vegetation, etc.

#

after you are done modeling in maya, what is your go to for texture packing?

latent jungle
#

hey guys, quick question how do I put this wand into the wizard hand? because when I reset transform, the wand disappear '.'

#

oh no nevermind

#

i found it ;D

sonic fog
#

Hi I want to make modular kits for things like buildings and such, but I'm afraid that using too many many materials on the same pieces of furniture will really hurt performance, what's the best way to deal with this problem? Should I just cram and re-use as many materials as possible? Or maybe I should just have separate textures for each object, but then I'm afraid the file size could become too large.

#

I'm already using static batching btw but still want to get the most out of it

glacial vector
#

Sharing materials is essential for limiting the amount of draw calls, you're right on that. One approach to this is from the authoring stage, by creating texture atlases or trim sheets that can be shared across assets as you create them. Another option is to manually merge objects together in Unity after you've placed them, so for example you could have unique textures for all the objects, and then when you're done with an area, you could merge them together so they share materials. This would merge the textures into one so it would impact the resolution of the texture

stone gorge
#

Hey all! I'm importing an FBX character from makehuman (http://www.makehumancommunity.org/) directly into Unity (i.e no blender in between). I imported assets but I'm seeing these strange tesselations on the materials. What am I doing wrong?

#

The original character model on makehuman looks fine

blissful mason
#

Is there an asset that I can use to sync my first person animations to third person animations without making duplicate animations?

misty lantern
nova blaze
#

I know this is pretty bad, its my first time making s model on my own but I would like to get some feedback so I can improve on it for my game

shadow cradle
#

Is it supposed to look like skin

fluid oak
lapis elk
nova blaze
#

No

lapis elk
#

First Problem 😄

#

Never 3D Model without References

nova blaze
#

Oh ok but any big factors

lime pollen
#

that is a big factor

fluid oak
#

I literally can't tell what it is so it is hard to give feedback

dreamy wolf
#

I want to know if it's worth it

woven dome
#

and you thought that was a question worth trying to ping 92k people?

lime pollen
dreamy wolf
#

Sorry guys, forgot to ask your opinion before posting

hoary kindle
lavish scarab
#

heyo guys! so one question, me and my friend worked on a unity asset with a lot of assets and names, we made on prefab for each asset
however we were not as organized as we are today and want to rename and redo some pivots, but since they will have different names, I cant simply drag to the asset folder to switch the assets and if I decide to rename each mesh it will not change the mesh name base nor the prefab name to the same as the mesh. Is there a way to redo without having to reimport and redo all the prefabs all over again?

plucky grove
#

i dunno if this is the right channel to ask this question but here goes:

how can i make a glowing transparent visual or texture for my game?

making a partially transparent sprite seems like the best option but i dunno if there are other ways to achieve this.

#

context: i am trying to do a glowing (meaning it does not cast or receive shadows but is visible in the dark) summoning circle/pentagram style thing that i can then put onto a platform.

misty lantern
mossy creek
#

Hi, I am having a problem with the parallax mapping for the simple window interior (flat image on the second UV channel). For the split-second, everything worked, but then it broke after another edit.

It says invalid subscript 'uv1' at line 417 (on d3d11)

It errors out before it touches the mesh. First question would be, can I even use a second UV channel for the parallax effect? And if I can, how would I solve the error?

(Effect works just fine with UV0, but then I basically remap an entire texture rather than specific patches of it)

#

Ok, it seems like there is something with your graph unity. It works if I just add a dedicated UV selector node.

brisk storm
#

Hi. I am wondering if I need to have separate materials for dynamic and static objects in order for them to batch properly?

Would, for example, a desk with drawers not batch properly if the desk itself is set to static, but the drawers are dynamic objects if they are sharing the same material?

Should I in this case export them as separate meshes and with separate materials then combine them into a prefab in Unity?

Thanks

misty lantern
misty lantern
#

It can be used together with static batching, but in my experience that might not even be worth it in many cases

brisk storm
eager mist
#

not sure where to ask about this but i have this issue where little lines occur at certain camera orthographic sizes but not others, anyone know what could be causing it?

misty lantern
eager mist
#

ah so i should have some padding in the spritesheet?

misty lantern
eager mist
#

i'm not familiar with pixel perfect but when i added the component it didn't look like there was a zoom or anything, is that the case?

midnight oriole
#

my art is so good dude

misty lantern
blissful relic
#

you might want to add some variety between tiles of same type

broken coral
#

Hey I've got an issue that REALLY needs to be tended to I'm super confused and have no idea what's going on. I've put it all in a image for you.. basically I took a capture on google earth using render doc. and imported the rdc file (what render doc puts out) into blender and exported it as an obj. I then imported it into unity and all my materials for that model is now white.. and idk why as stated in the image I've tried everything.. Please Help.. it's super annoying. (there are hundreds of materials in the model btw)

broken coral
#

I've tried exporting it as a
Gltf
Obj
Stl
fbx
but nothing works.

potent wraith
#

Did you try extracting the materials/textures?

broken coral
#

Wym?

#

How?

potent wraith
broken coral
#

Do I export it as an fbx? or obj

potent wraith
#

I'm not sure if obj can store material/texture data(it probably can), so it's safer to go with FBX.

broken coral
#

Right

#

Why tf does my model look like that in unity.. it doesn't like anything close to this in blender

#

@potent wraith

potent wraith
#

No clue. What does it look like in blender?

broken coral
#

Can I send in dm's? It's a personal model

#

Something I'd rather not share in public..

potent wraith
#

No, sorry.

broken coral
#

I'll send it but you'll have to view it fast because I'll delete it in 5s @potent wraith

broken coral
#

I've just got no clue what's going on

potent wraith
#

Doesn't look like what you exported at all.

broken coral
#

Nope

potent wraith
#

Well, it's hard to say what the issue is. It could be on the blender side(maybe using some special modifiers or exporting incorrectly or even just exporting a wrong object), or maybe something else entirely.

broken coral
#

Looks Like I'm f****ed

misty lantern
#

Normally you can't rely on materials being exported properly, nor textures being exported at all along with the mesh

#

So the workflow I prefer is to import them totally separately

#

Not a problem if you're authoring the materials yourself anyway and there isn't hundreds of them, but

broken coral
#

Every single model I have.. Has 254 materials.. Including the textures

#

I have 16 models

#

all plain fkn white

#

all screwed

#

like bruh

#

in total: 7,620 materials/textures

potent wraith
#

I think the more serious problem is that your mesh does not export/import properly

broken coral
#

YES 100%

#

It's perfect in blender.. but plain white and all screwed in unity

potent wraith
#

Materials are fixable. In the worst case, you can bake them all into one texture.

#

focus on getting the shape working properly first.

broken coral
#

But I've got no idea how

misty lantern
#

That seems like the sanest option

broken coral
#

Well please.. Oh please dear god can someone help me with that.. Please.. I beg

misty lantern
#

Goes to show that trying to work with ripped assets always has more problems than just license ones

potent wraith
broken coral
#

I'm making a game based of where I live

#

It's a personal game tho

#

not gonna be public

misty lantern
#

I'm not sure if it's even allowed by the rules to discuss this, since you don't own the rights to it

broken coral
#

like if I get bored or smthn

potent wraith
#

Yeah, I get it. But you're asking help in a public discord, so, either you sacrifice your privacy, or wait for someone that wills to help you one on one.

broken coral
#

does sacrificing my privacy come with help also??

potent wraith
#

Or just learn blender + unity thoroughly until you're able to solve the issue yourself.

potent wraith
broken coral
#

I Don't wanna get doxed or smthn yknow.. Like god knows who's in this server bruh someone'll do it just to prove they can

misty lantern
#

If you can't allow people to diagnose the problem due to privacy, then it is kind of a barrier
Unfortunately troubleshooting obscure porting problems is very rarely beneficial experience to any of us

broken coral
#

Ngl it's sorta rude you basically saying give up your privacy for help Dlitch

potent wraith
#

Then start from something simpler, and slowly make your way to that project.

broken coral
potent wraith
#

You're clearly biting more than you can chew atm

broken coral
potent wraith
#

Well, good luck with that. 😄

broken coral
#

Well I'm just fucked then

#

fgs

#

It's rude of you not understanding my privacy..

#

Like you're saying "Give up privacy for help" I get You need scrreenshots but you won't even do it in dms (private)

#

If the roles were reverse I 100% know you wouldn't share your privacy in a public discord WITH THOUSANDS OF PEOPLE

potent wraith
potent wraith
#

I don't want to go into DMs with a random person. Don't I have right to refuse?

broken coral
#

I understand you need images to help. but you're not working with me to help protect my privacy

broken coral
potent wraith
#

Then what are you about?

broken coral
#

I'm on about you not working with me to protect my privacy

#

I feel excluded

#

"Oh we're not helping him because he won't expose where he lives"

potent wraith
#

Why do I need to protect your privacy by sacrificing my own? 😄

#

Are you entitled or something?

misty lantern
#

If you only let one person help you, that places unfair pressure on them and as such is considered impolite here
You make the choice whether the subject is too sensitive or not to ask for help from the public

sullen plank
#

@broken coral If you don't want to provide information to solve your issue don't post in the channel. There's no need to spam with off-topic.

potent wraith
#

Besides, honestly, I'm not sure I'll be able to help even with enough info. I'm not that proficient with Blender. Might want to try asking for help in the Blender discord.

broken coral
#

all I am saying is that I chose to do this project on my own.. and I've ran into a problem.. and it happens to be a personal project VERY.. so I seeked help. but I can't recive it because other's wont understand that I would like help whilst keeping my location private..

#

you know what I'll send you all the screenshots you need but if I get doxed or whatever it's on your head. since you needed the images

#

Right let's get down to business

sullen plank
#

You were asked to provide a sample of the problem, not upload entire map of your location. If you are too lazy to do that no need to proceed.

broken coral
#

the entire model is the problem which happens to be my street

sullen plank
#

So get a map of another location?...

broken coral
#

Right I'll use that as a test then

#

Dlich.. Will you be willing to help? Or try? I apologise.

potent wraith
#

Me or someone else. That's the whole point of asking here.

misty lantern
#

I recommend baking all the materials into just one material/texture

broken coral
#

Right I'll get another 3D render of let's say.. London.. and we'll begin

misty lantern
#

Please make a thread for it

broken coral
#

Alr

broken coral
#

I've got an I-5 with intergrated graphics

broken coral
delicate spade
#

Hey i have some Sprites in my Game but there are many grafic problems like the Player has blue pixel and more

outer halo
delicate spade
#

It is a bit transparency

outer halo
#

Show the sprite and the settings?

delicate spade
delicate spade
outer halo
#

Turn off Alpha is transparency?

delicate spade
misty lantern
delicate spade
red socket
#

Go here and disable compression

delicate spade
#

Ahhh thanks

#

It works

red socket
#

Come to think of it

#

Does unity have any lossless compression for images?

#

Some of my tile sets are enormous and it would be nice to have them compressed on disc and decompressed into memory when loaded

misty lantern
#

It's mentioned there that using "variable bit rate" with crunch compression reduces texture size on disk, but has no effect on memory

fierce smelt
#

is there a way to export my blender scene so when its imported to unity, they are organized like this?

misty lantern
fierce smelt
#

ill see if that works

jagged wing
#

Hey all

#

When I check generate lightmap uvs for my model it keeps loading for 30+ mins. Its a huge model, over 600 mb, does anybody have any advice on how to make this work? Thanks!

misty lantern
pliant halo
#

how do setup submeshes from a blender object when exporting to unity so you can use more than one material

#

i have a glass material i want applied to a part of my object compared to the rest

pliant halo
#

nevermind i got it

fluid oak
hallow tendon
#

Hey, I'm wondering, what steps would I need to follow to make a little alien dude that can explode into pieces lol. Not sure where to start. Is it possible to model inside Unity or do I need to use something like Blender?

#

Something like this for example

#

I have an idea of how I'd program it, just not sure what to do about anything else.

hallow tendon
#

Thank you, I'll check this out.

coral smelt
pliant halo
#

then export as normal to unity

misty lantern
#

Displacement requires the mesh to be high poly, since it offsets only existing polygons (except with the help of tessellation)
Normal and parallax maps do work on low poly meshes and are cheaper than displacement in that sense

#

It means you have to store much fewer polygons in the asset, and only render as much as is needed, so in most cases probably
But in other cases you might want to keep the high poly mesh in anyway, for extreme closeup cutscenes or something, and be using LODs to not render it unnecessarily in which case tessellation won't give any benefit on top of those

coral kiln
#

Hey there just needed a tip on particle system, what's the best way to handle particle systems for certain effects like explosions, blood splatter...etc

Is it better to link the particle system to a gameobject and instantiate the gameobject and destroy it when not needed anymore? or should i just directly play the particle system and stop it when not needed?

fluid oak
eager mist
#

I'm having trouble importing my textures. After exploring all the import settings, there's one aspect I can't seem to fix. Pictures inbound

#

This is my texture. Simple, two colors

#

Upon importing, Unity appears to be adding some kind of artifacting to image

#

Here are my import settings

#

I appreciate any insight!

#

Here's another example on a more dynamic texture

#

Update... it's some sort of issue with .jpeg images

#

I imported the same image as a PNG and it's perfect

lime pollen
nova blaze
#

Could anyone tell me how I can stop my prefabs from dissapearing when I get a certain distance away. I wouldnt mind it if the distance was way further away but you walk for 1 second then it dissapears

somber gyro
nova blaze
#

how do I do ythat?

somber gyro
sharp bolt
#

so im making a 2d zombie shooter game and am wondering where I should put my background: canvas or the camera? also i have a joystick pack and it says it needs to be in canvas so now im really confused.

ripe ingot
#

Hi everyone, I'm trying to make a basic UI for the game -- how can I make this?

#

My first thought is creating a square with black mat and parenting it to the camera

misty lantern
tired roost
#

is it worth potential performance losses to make map parts modular? sure, it allows me to make a map in any shape i feel with given assets but could this severely effect performance? worth nothing that fps is capped at 30 for stylistic perposes)

fluid oak
misty lantern
fluid oak
tired roost
#

my thinking was for each part i copy and paste, its effectively twice the verts than if it was all one thing

#

resulting in exponential loss in performance

fluid oak
#

Verts are cheap on modern hardware, especially if you are just duplicating the same object with a different transform.

#

Google unity gpu instancing and unity mesh batching, you'll find much better explanations.

safe zinc
#

Is there any benefits to using vector images for sprites? So far it seems like even with the vector graphics package, unity 2d only allows a single sprite per svg file, and at this point it just seems like extra work going from to a png every time (unless this is a fairly common practice)

misty lantern
# safe zinc Is there any benefits to using vector images for sprites? So far it seems like ...

The only benefit I know of is that you can generate a raster sprite of any resolution from the source vector sprite, so you can have high resolution sprites that look good even if you zoom in on them
If you don't want that specific benefit or don't already have a lot of vector graphics that you'll have to convert to rasters anyhow, then it's probably only an extra burden to go through it

delicate fog
#

hi

#

I try to export texture from substance painter to unity

#

I used this setting

#

but it turned out that there are black/dark shadow in many parts of my models, anybody know what happened?

midnight oriole
#

how do i make this not blurry
its a default circle sprite scaled up a lot

#

oh ok i made a circle 2048x2048 in paint.net and its not really blurry now

grim mason
#

hi, i've got this model