#🔀┃art-asset-workflow
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References to a texture can also be carried across as part of the file
Thank you so much
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?
bro
download winrar
OHHHHHHHHH!! Hah my bad thanks guys! 🤣😭
Lol I’ve never used winzip before, what am I supposed to click? (Just want to double check)
Can someone explain what I do? I’ve never used winzip before and i don’t understand some stuff
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.
Also I'm pretty sure you literally just did this the other day
@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 :)
And for the model I was downloading it was a rar file so I’m trying to get it to work, with winzip- I’m guessing I have to turn that into a zipped file
They're basically the same thing, you don't need to convert them
Oh! Wait so what should I do with the rar file? How would I get that into blender so I can import the model ^^
Extract it? Treat it like a zip file
Again, you really should research this, it's basic computer knowledge
Ohh!! I think I see what you’re saying now, I take the rar file and I extract that like a zip file
I will look forward to learning/understanding that better!
@lime pollen I’ll let you know if I can hopefully get it to work
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
Bruh, hover over the winzip options
Compress to zip file means turning it into a zip file
I don’t see an option for that, do I just unzip here? 😅
Ok!
@lime pollen am I able to use 7zip instead?
Yes? You really don't need to ping me for every interaction, I'm not going to babysit you through extracting a RAR
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
Okay, okay.. clam down, I’m not trying to get on your nerves? I’m just asking. 🙂
how to make a material that has no light reflection
like just a black material that keep the same color and is not affected by the light
use an unlit material
How do you guys usually Export your Model + Materials From Blender to Unity? Like whats the Correct workflow
I don't bother with materials
Afaik neither Blender's or Unity's shaders are fully compatible with the format FBX saves them in, so you'll end up making them again in Unity anyway
Is there a way to use a second image in order to make colliders for another image?
Like a black and white image and every pixel that is black should collide?
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?
You would need the grid to be drawn on a seperate layer masked behind the mission briefing
Make it a simple tiled texture, you can probably just make the texture a single grid square
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
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
Awesome, thank you so much
I'll try implementing these - appreciate your suggestion!
Np
And how do you get the exact same Materials in Unity like in Blender?
Its not possible to get same Materials
It is, if you assign the same values or texture maps for each material property
And if the materials are procedural, you bake them to textures
What we did yesterday (and it didnt work for us)
- We made a Model in Blender
- We took Materials from Internet and put them on the diffrent faces of the Model
- We UV Unwrapped the Model (with the textures on it)
- We baked the Materials in Blender and Safed the Images of it (for Unity later)
- Export the Model as .fbx
- putting all into Unity
- Created with the baked Images the Materials in Blender (with dragging the Images to the Settings of the Materials (height map, normal map...)
- 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
Describe what you mean by fucked up, because if you just mean "doesn't look the same as blender" that's expected
Ye we know that, okay I will try to make Screenshots to showcase it.
I would also be down if some1 wants to sit quickly together and I can stream it
Model + Carpet Material on it in Blender
Diffrent View
our baked texture of it
as you can see its UV unwrapped too
How it looks in Unity
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?
That's a really weird looking model. Could either be a uv or normals issue
Show the uvs and also the wireframe
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)
I am also struggling with wxporting models from blender to unity, but it might be that you have inverted normals?
I did UV Unwrap but no normal map for the material, cause I thought for the showcase purpose it would be enough like this
I meant like the actual normals of the faces
That's why I'm asking for the wireframe
You should go into edit mode, select all, alt + n, and then select recalculate outside if I am not mistaken
ok trying
how to do that? Sorry I am really trying my best
Click shaded wireframe on the top menu in the scene window
that?
Hey, thanks for also trying to help me.
Is it the same you want me to do like Reo or is it a diffrent thing you want to check
Is it that what u mean Reo ?
Thats btw the "Shaded Wireframe" in Unity, if it helps
looks pretty fucked up with the Verticles but ye.... I know my model sucks
I think that we are suggesting the same thing. Check Face Orientation box, and if you have any red faces, follow the steps above
Unfortunately I am also new, and nothing else crosses my mind 😦
I hope it helps
I think normals could be problem in your case because model seems transparent
I had the same problem and people from blender discord channel helped me out
Unfortunately, I still have problems with exporting models...
But atleast they aren't transparent anymore :). One problem less to worry about
Ok I will try to do what you said, just need to find everything
Ok thats how it looks rn.
I think on the Bottom left is also the UV Reo wanted to see right?
Yes the bottom left is UV
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
ye and the UV looks okay no ?
Did you try to recalculate outside
I am trying to do rn
I found out about UV yesterday so I don't know if I can give you correct answer, but I think it might have material on since it is colored
I did your steps from above and now I got a red face on the front:
Could you provide a image
Ok so I think that you should just select red faces and then recalculate them
Go into face mode and select red faces
And repeat the steps
I think it should fix it
Hmm
How about recalculate inside?
It is invers of other function so it might do the job
fixed it with inside
but now looks still a bit weird on top of it no ?
ok did inside on the left corner and outside on this purple face
Are all of them blue now?
except this one which is light purple or something idk, yes all blue
Try exporting it now using the usual methods
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 ?
If normals were the problem, I think this should have solved them
- UV Unwrap
- Bake textures
- Export as .fbx
- all into unity
ye?
or how you do it usually? Because you said it is working for you now
Sorry but I know very little about that. I am currently exploring that myself. I would suggest that you try without making new textures since we were assuming that normals were the problem
And if that doesn't help, try to bake again
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
do you make Path Mode Auto or Copy?
Yes I think that is the right procedure
Atleast that's what they do on yt tutorials
I think that you should make opy
copy
and tick the icon next to it
so it turns blue
ok
ye ik
Still same
I did the export, put the Material from before on it and same result
ok now I try to bake again and see if that fixes
Is your scale applied in blender
where can I check that?
Might be that it is stretching the texture
When you are in object mode, press N
you should see this window
with transform
rotation and scale
scale should be 1 1 1
I am sorry but I don't know what could be the cause of the problem 😦
still thank you very much, could you tell step by step what u are doing to make it work ?
like from 1. modeling - 8. export .fbx
are you doing "UV unwrap" or are you doing "Smart UV Project"
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
Looked at tons of yt tutorials but still nothing
I am doing smart uv project
Ye why the flying fk is it so hard to get that done
I've seen a lot of ytbers do that
u know what kinda intresting:
I don't know, I expected to just drag and drop it...
this one seems so fucked up no ?
Yeah
Wait
Is your UV unwrap in the borders?
Inside of borders
It seems to be out of border
Or am I seeing wrong
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
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
did you give it a little space when smart uv projecting
I was thinking of selecting all and scaling it down
if i put it to 0 its like that
so all the walls have more material
ok so normals transform ?
it kind of makes sense in my head but i don't know if it will work
select all with A and then S to scale down
regular scaling
ok so here? Why are there no materials here on it ?
try holding z
and then to material preview
in the object tab
alright, try scaling all those walls in the uv tab
I think that the problem might have been that you tried to apply texture to whole hotel at once
did it on the left
i want the texture to be smaller but then in the UV tab left, the wall are going outside the borders
this is a problem no ?
I mean also I could fix the size of the texture in unity using tiles no? to make it smaller and appear more often =?
I would like to have it on the right side like this, but then on the left side its going outside the borders
yeah, it should be inside the bordeer
Jesus christ no wonder your uvs are fucked
thats sentence killed me xD
I guess that means you don't need to work on this anymore since you're dead
Anyway for a quick fix you might need to just set your texture to repeat in the import settings
So the problem was, that the model is just a big bullshit ?
Your uvs, mainly. Go watch a uv unwrapping tutorial
but arent these UV looking fine ?
Eh, kinda. You can try and see if those work
now its looking that way in unity
I did use the UV where you said "Eh, kinda" and baked the textures and I still get this stretched material
its kinda working on the right edge but not somewhere else
Still thx very much for trying
Try setting your texture to repeat
In Unity ?
Yes
Is it a Setting in the Materials tab ?
I will try that in a Bit. Im chilling with my GF rn. I was frustrated because i dont understand where my mistake is
No problem, sorry I wasn't helpful enough
Click on the texture and look at the inspector
Wrap mode already repeat
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.
Set it to clamp then
It's likely the uv map, that's my guess
But isnt UV just select all and „Smart UV Project“ with a small margin?
Ok. I will make research on That. Thanks for you help, i will let u know when Clamp changed something
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?
The normals are inverted. This is fixed by doing a "recalculate normals" in blender
Judging from the picture, every single face has it’s normals inverted in the same way
So it might be a better option to select “flip normals” instead of recalculate
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
Why is it better?
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?
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?
why would anyone want to use Bilinear if it makes everything blurry?
Because not everyone uses pixel art
ah, that does good things for non-pixel art?
Yes, it prevents aliasing
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
There are plenty of free programs out there like paint.net, gimp, or krita. Also I'm pretty sure you can do this straight in the windows photo app
Alternatively you can just flip them in unity
Is there a way to reset rigged values of a fbx model back to when I downloaded it?
In what, unity?
Yea Unity
If you changed the values in the prefab just right click and revert
I changed the value in the animation tab --> configuration, and neither revert nor ctrl+z let me go back
Welp, try reimporting the asset I guess
I tried some of them but they still give me with background or a weird scale
You should learn how to actually use them properly then, flipping an image is pretty trivial
anyone know how to fix this?
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.
I have the same issue and I’d also like to see if someone has a solution
I noticed that sprites have an extrusion distance parameter in the import settings, but it had no effect for me
There’s also the tolerance option in the custom physics shape editor, but this similarly did nothing for me
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?
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?
That sounds like a pretty good way to go about it
As for the texture, that purely comes down to how you UV map your model
Nothing stopping you from putting a unique texture on all faces
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
yeah it feels like unity knows how to do it but doesn't for some reason
would be really nice if this worked properly 😄
a little bump
You can use the flipbook block and feed a random index into it per particle.
The most common way recently seems to be to break it into corners and walls that can be duplicated. That lets you use instances instead of tons of duplicated geometry in one giant mesh
Tank you, I'll try it.
I've looked at it again now, but I can't quite see through it how exactly would I do it now?
so where exactly should the output of the flipbook block dock?
got it
does anyone know why my texture looks like this but when i take it to unity it looks like this
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.
Difficult if you have no experience. Shader graph does have a triplanar node though, which makes things a little easier.
Or just UV it
I just started using unity, I wonder how to render an item asset? 🤔🤔
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.
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.
in substance painter is their a way to put a normal or alpha in the exact center of a part of my mesh?
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
you can't
unless you use a mesh collider of course
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
this is exactly what I was looking for and wanting to figure out for ages at this point. I can't thank you enough this is perfect
Note that an FBX can contain multiple sepearate objects which is useful for some workflows
Since the primitive colliders automatically use the object size in relation to rotation, you could quickly match colliders to meshes that way
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
Blender already has the option to paint textures
Look for tutorials and guides and take your time practicing
There's much more to Blender and different asset creation workflows than anyone here can teach
k thx
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?
I'm wondering is there a proper workflow to export assets from unity without any problems?
That question is way too vague to answer.
So I made some assets inside of blender and wanted to make unity packages from them. The problem came when I imported these packages into another project and suddenly 50% dissapeared. Before that everything was okay.
You have to include all dependencies when building a package
I did. All the .fbx files as well as prefabs and textures.
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?
I don't know if you mean the process of converting Blender's shaders into universally usable format, or how to embed materials or textures into the fbx file
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
Tbh I don't know.
What I want in general is to take Blender file(or fbx or w/e else I export to) and import it to Unity without losing the materials/colors etc.
I did read about Baking each texture manually which means the Albedo + Normal Map and possibly other things.
I want the belnder model to be usable in Unity.
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
This happens because there's a slight blur between the color regions
The pixels on the edge appear mostly yellow, but are partially nonmetallic so they reflect in a different way and appear brighter
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
How you do it isn't strictly important but this is basically the effect you want on the image texture's pixels
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
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
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.
You can copy the image, paste it as a "mask", adjust brightness as needed, apply mask to alpha
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?
in blender i use empty objects to mark those positions
You can just use empty objects for that in unity as welk.
yea i saw they exist in the create menu, but they dont seem to be imported automatically from blender
@fluid oak which makes we wonder if im trying to shoehorn a pattern from another software into this one
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.
A lot of the time software assumes that empty transforms are junk that can be discarded unless you tell it otherwise.
@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
Exporting selected only exports selected only
I'm not a blender user myself so I can't give more specific advice sadly.
How would I go about doing it? So copy paste layer, but I cannot paste it as a mask?
If you can find a way to paste directly to alpha by channel editing, that'd be ideal
I recall you had to create a mask for a layer, paste into that, apply the mask into alpha
It was convoluted though and I probably don't remember precisely
So I pasted it onto the alpha mask layer and for some reason it now displays the UI text?
Also in this area that I didn't select exclusively
It seems you pasted something entirely different
Finally worked, thanks for help!
now you can adjust the brightness/contrast/gamma to determine how much the color "darkness" corresponds to transparency
It's probably important to also apply the mask to be able to preserve it as alpha when saving
By default it's great, since I'm looking for something that goes from 000000 (Black) as 0% to 00ff00 (Green) as 100%
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
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.
However, when I import them both into Unity, Unity doesn't seem to recognize the MTL file as any sort of material.
And the OBJ that represents the structure of my map comes with some defaultMat which I can't set to use the MTL file.
How do I fix this?
Make a new material and manually assign the textures. Unity doesn't play with mtl files well
Or you can try exporting it as an fbx
There's no option to export as FBX.
How would I manually assign the textures?
Drag and drop em on the model
Although it'll get tricky if you have multiple on one model, you could go download blender and try exporting it there
Making an isometric game. This is my sprite so far. I don't really like the colors.
Can anyone give me some feedback?
Is there something i can do to Gimp dynamic brush to make it having startup and falloff based on total distance like in ibispaint?
hey I have an issue with importing my sprite to unity, it's meant to look like this:
but for some reason, it ends up like this
(the distortion is most obvious in the top right corner)
it's a 64x64 pixel sprite, I've set filter to Point (no filter), but it didn't really do anything
any idea what I might be doing wrong?
it gets like weirdly pixelated for some reason
Compression
Import the obj in blender, export to fbx
oh, do you know how I can fix that?
Change the compression settings in the importer-for pixel art you usually want to disable it entirely.
lovely, thanks!
does unity allow you to create "instances" of an object like you can in blender/maya to save on performance?
Yes, GPU instancing is a thing here as well
A bit trickier to set up in realtime context compared to modeling programs
There are also various batching techniques which cut the cost of mesh rendering
I see. I know you can do it with grass and stuff easily
But I'm making a vehicle interior with a bunch of chairs
Each chair around 10k tris
And I want it to be really performant bc it's for VR
It's easy to do if you don't have to worry about culling, LODs or interactability
Those three are pretty important things usually though
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! 🙂
The usual method for adapting CAD models for games is manual clean up in blender or Maya (not with the decimate modifier please, if you ever care about working with the mesh ever again) and then marking seams, texture painting, and then implement
Thanks for your reply!
The choppy mesh you see in the wire frame view is already how the Inventor model is exported, it's already a messy mesh.
I will try to avoid the decimate modifier! 🙂
the limited dissolve operation is a good place to start with cad models
Typically, detailed screws and the holes for them will be removed entirely and replaced with decals/detail textures
Thanks, gonna give it a shot!
For all you folks asking about asset processers https://blog.unity.com/technology/advanced-editor-scripting-hacks-to-save-you-time-part-1
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
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
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.)
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
Might wanna use a triplanar shader/material
Or a shader that accounts for the object's scale
probuilder has a shader that does that
hello could someone tell me if this asset pack is only 3D? Or if it would work in 2D aswell in a tile map. https://assetstore.unity.com/packages/3d/environments/dungeons/dark-dungeon-tileset-165637
They are 100% 3D
You cannot use them as tilemaps (unless you produce a 3D tile system), but 2D sprite characters can live in 3D environments (except in URP 2D, for some reason)
Or you could generate 2D images from them and use them as tilemaps that way (if you know how)
What's a good way to make new 3d characters from an old rigged one?
Ouff thanks bro
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?
thx
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
You don't. You need to write a custom shader to handle it
https://www.youtube.com/watch?v=s4gBChg6AII
Does anybody know what is effect at 3:01 called? I've seen that effect of appearing weapons in games and wanted to search it up
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This isn't exactly true. Metallic and AO inputs only use one channel. Even on the default shader.
You can't change the channels the default shader looks for, but if hover over the input, you can see what channel it's looking for. For example, Occlusion Map uses the Green channel.
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.
Is this the right place to ask for exporting help on models?
check pinned first
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
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?
Anyone made any changes to the Unity Starter Assets?
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
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?
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
I've tried changing the "mesh filter" in the inspector, if I select another object like a ball for example
the material gets drawn
That's a good sign, but what if you move it up instead of changing the referred mesh
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 😂
Recalculate inside/outside doesn't work for non-enclosed meshes
Fundamentally they have no inside or outside
ooooooooh
makes sense
thanks!!
btw don't publish this model or use in a game because logitech logo can cause legal issues
(wasn't sure if you already know that)
was just a placeholder, thanks for the warning though 🙂
The second one 😁
Maybe pink/red eyes. Rabbits have pink eyes, not yellow ones
I think this isn't meant to be a biologically accurate rabbit
First one looks more friendly, second one looks kind of like hollow knight
Agreed
First one for sure
i get this error while trying to compile aseprite, how fix
This is the Unity discord. Aesprite has their own you should ask in.
i have this font i just downloaded and want to import it into unity how?
i cannot just drag it in
Anybody knows how can I make terrain like the one in Octopath Traveler -
https://www.youtube.com/watch?v=dkKmKy0YIJ0
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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.
Smart UV projection is smart in the sense that it does a pretty good job at wildly guessing where the islands should go or at what size
If you want exact results you'll have to manually scale them
Or do the whole unwrapping using non-automatic unwrap methods with the help of seams
@misty lantern Aight i see thanks
You'll want to ask that in #archived-shaders instead
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
URP's "height" uses a parallax shader
This example is probably a parallax occlusion shader or vertex displacement (likely with tessellation)
You can implement either into URP if you know how
Okey, interesting, had a hard time finding info about it, i assume it's not a very straight forward process?
Probably not
Unless you know your way around shaders and render pipelines, then it is kind of straightforward, which I guess is why they don't bother writing about it
@misty lantern Thought so, again ty for helping me understand stuff
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
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
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).
How do you snap an object to the ground, like in Unreal with the End key?
Hold CTLR+SHIFT and grab the center of the transform gizmo of the object. When you move it around the scene, it'll snap to the face of any collider.
Thanks!! It worked 🙂
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?
You don't need to be snarky about it. Post your texture import settings
No, that's exactly what the import settings are
Why did tou disable mipmapping and filtering 
The stuff you did is for blocky pixel art
I assume he wants the belt to not be filtered
Turn off generate mipmaps
🤔 I guess it might be a uv issue then?
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.
Huh, looks like they deleted all their posts, making me look like I'm ranting =p
Ideally you'd want this be done from the shader and uv map those faces
Should be straight forward enough
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!
I'd suggest #🖼️┃2d-tools. There are a few ways to go about a system like that- the most common would be to use the sprite resolver to swap sprites, enable/disable sprites in the hierarchy, or adding and removing with your own script.
thanks for the tips i will check it out
Design - sculpt - retopo- texture - rig :)
You can check Outgang which is a gold mine for everything about character modeling
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
Anything better than ProBuilder out there? I'm a bit underwhelmed
Better in what way?
just download premade levels
how should i pose hands to hold objects? it always looks so awkward and unnatural
Inverse kinematics is the usual method.
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?
What are you using to chop them up?
How are you combining them in unity?
Was going to try this
https://docs.unity3d.com/ScriptReference/Mesh.CombineMeshes.html
Typical one paragraph documentation
I think it automatically combines uvs then, although it seems to mess up lightmaps
The benefit of combining meshes would be to save drawcalls
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.
Meshes using the same material are batched, no need to combine them
It's not really about combining uv maps
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.
They all have individual textures?
Yeah, I want to be able to change their textures independently through my own tools.
and then somehow bake it all together
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
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?
I think you can not edit the Default-Material itself. You can create a new material tho and assign it to the desired object.
Ah bless, ty!
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
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.
combining meshes isn't exactly a straightforward process, you may have manually code in the uvs yourself
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
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.
I'd make a separate object with a wrapped texture/shader.
Each pallet is different and is created dynamically, which is why I want to do it on the Unity side.
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
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
You'll probably wanna resize it and make a normal map, but yeah
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)
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
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)
Your platform specific quality settings might have a different number of bone influences?
is it normal for the bevel segments to not all be the exact same size on corners that are wider then 90d?
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
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
I-
I forgot to unwrap the UV
🤦♂️
No it doesn't. If you give each UDIM its own material in your 3D program then you can assign the textures per material
Okay, I think I understand 🙂 Thanks !
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.
Texture import settings, for build
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
If i buy models, can i make a public github project that has those models in the files?
Most likely not. Read the license, but it would be very unlikely.
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😅
It's a prefab, that's normal. What issue is it causing?
My navmesh agent isn't working corectly with the prefab.
Not sure how it's related to navmesh
Also, some of my components become blue when I add them to the prefab
All it means is it's linked to an asset. It gives it no special properties.
Hm, thanks for the insight.
Is importing like this generally a good idea though?
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.
Okay, so I'll create an empty and use that instead. Thanks!
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
Hi all, any advice on how to optimize 3d environment for mobile?
Blender modifiers such as subdivision do not conceptually exist outside of Blender, they're reduced to ordinary boring geometry
(Armature is the only exception to this that I know of)
I understand that part, so my question I guess would be should I make my character with the highest detail I want in Blender then reduce in the game engine?
you reduce it in blender, not the engine
No, you usually reduce polycounts before bringing the mesh into the game engine, but before that part it can be as high as you need it for your workflow
This includes authoring each LOD level, assuming there's no in-engine tool to use for that part
I mean I do have models that are lowpoly and good for games it's just that I would prefer to have more detail in the actual geometry for better curvature and in that case I would think adding geometry in Blender is the right case if I am understanding correctly
You can have as much geometry as your game's performance budget allows
I know that, wasn't really what I was asking. I'll just try to fix it myself
... I don't really know what you're asking so I'm just guessing which answer sticks 
Lol it's okay, I'll figure it out
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
Am having problems with decals, I don't have the option of "Decals" in the "Add Renderer Feature".
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?
Are you using the right version of #archived-urp?
Tried to check my urp version, failed. Does my unity version determine my urp version? Cause mine is one of the 2020's.
Just look at the urp version number in the package manager
Thank you! I checked and it's 10.5.1
you'll need 12
How do I update the urp?
Alright, thank you!
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.
So use the blender model and only use the animation from mixamo?
Well you have to upload the fbx Film and download another fbx file
Mixamo can export a skeleton only file.
But how would I combine my blend file and the Skeleton file?
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
Just use a box collider instead and adjust it
lets try
yeah i used two different box colliders and it fixed thank you
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
Post your code to #💻┃code-beginner
can it be solved from the code
It gets stuck because of your code
actually it doesnt stuck it goes out in 0.5 second
but let me show the code
i sent it
You import the character and the animation to unity and combine them there
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
Try assigning the tiling texture as detail texture instead @hasty flicker
That one can tile independently of the mask
why she have this ugly reflections on her face and in the enviroments too?? and why the sun is gray???
when i insert my item from blender the transfer is completely off, while i have set point of origin and save it on blender :/
did you save your blender project after correcting origin?
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?
This isn't a server for ripping game assets
Im not making a game
im making a mod
a playermodel mod
Using an HDR sky with HDR disabled? Bad postprocessing?
You can change the root rotation offset.
i tried it but it changes the models direction too, i want to use that vector as a relative for moving direction
Ill take a look, thank you
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?
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
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.
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.
could you explain how i could do that? i really dont know how to export and use a blender rig
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.
Are there are complete 8bit asset packs?
Something I could build a full game, with different many levels and world areas, from?
What "complete" means depends entirely on your individual project goals
Anyone? Please
I think there are multiple tutorials for exporting from blender to unity out there
Hi there does anybody know what's the orientation of the mesh preview axes?
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
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
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
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?
@red socket
hey there, how can i get one texture to apply over multiple objects as if it was one object
Use a triplanar shader, which is a fancy way of saying a shader that projects the texture in world space.
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
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
I have such a model, I want to make it look more modern. Can you suggest an easy way?
There isn’t an easy way, you’d probably just want to make new models with the same design
Quick help for blender
How do I un-fuck it?
Rick click on the dividing line - Join areas
- Is it the right place to ask about sliced sprites?
Probably yeah
- 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?
How do I ungroup-unjoin these objects?
(Grouped them with Ctrl J)
(asking in advance in case i dont find, silly me)
probably ask in the blender discord. Im not sure if "unjoin" is a thing. In edit mode I would select the faces you want to be a separate object and then i think it's right click then separate selection
Bro I legit posted the solution myself =]]
Im blind lol
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?
I myself cant answer that
It was to anyone who could
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
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.
There isn't really an easy way to do that, you need to figure out how to load fbx files from within unity after pulling them through a webrequest
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
There isn't any native way to load fbxs at runtime, your best bet is to look for an asset for it or write your own loader. If you find a solution for a different format you can convert it
so, no one is loading assets from a server ?!
I'm sure there are some, but they're using their own solutions to do so. Try searching on the asset store to see if there's any existing assets that you can use
It's 3rd week I am on this issue..
It's not an easy problem
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.
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
I wish to create it in Unity and upload them on the server
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
addreables ?
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
Well then you have a lot of work to do 🙂
so - Unity basically can NOT refer to objects which were not distributed with it ? really ?
It can, through addressables or web requests, but it can't natively load certain things like models at runtime
Good lords.
It's not exactly a trivial thing to do, and not many people need this functionality
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.
Your issue is that your dynamically loading fbxs themselves. If you build them to addressables you can load them from the server easily
still not sure what is the this addresables
I literally just posted the documentation
yes, and i literaly read it
You can also just look up a tutorial
yet it doesnt say much
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
https://learn.unity.com/tutorial/addressables-introduction-to-concepts fine here is some spoonfeeding
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...
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
🆗
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 ?
At this point you can look it up on Google, I don't have an example on hand
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
Addressables won't help with your fbx loading problem, just so you know
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 ?
Аm I mistaking ?
Yes, if you import the fbx as an asset that will be fine, but if you grab it from the server at runtime as a fbx file you can't convert it to an addressable
So. the workflow is : I import the FBX and the Materials as Addressables. There is some build proecess for them, and the result files I am uploading on the server. I am getting these result files from the server as a let say zip each of them. I am de-zip-ing them in the client App, and I am loading the result as Addressable. Is this workflow looks ok ?
You don't need to zip them but sure that's fine
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
Addressables are already packed into bundles
.. not getting it.
I need each of the fbx to be a separate file
ec.. this "addressable" thingy
Well that's not how Addressables are bundled
When you build Addressables they're automatically bundled for you into groups
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..
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
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.
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.
I think Transparency Sort Axis is what I'm looking for, but I'm not sure yet. Looking into it now.
Nevermind, this didn't fix it.
you probably need to change the pivot https://forum.unity.com/threads/how-do-i-set-up-my-sprites-skeletons-to-correctly-interact-with-isometric-sorting-layers.610042/
What I am trying to do: Use an Isometric Tilemap, have my characters walk behind and infront of stuff.
I followed this old thread to set it up:...
I tried setting the pivot for all sprites to Bottom, which didn't work sadly enough. With pivot set to bottom, two different camera angles (the second is a bit lower):
Is it maybe better to use 3D objects such as planes & quads for this type of graphics?
yeah you shouldn't be using sprites if you're rotating things like that
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...
Ah, a plane with Transparent Cutout shader works a lot more intuïtively. Thanks!
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.
How do ya'll atlas pack environments?
which "environments"?
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?
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
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
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
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
Is there an asset that I can use to sync my first person animations to third person animations without making duplicate animations?
You can use a technique called animation retargeting, in most cases
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
Is it supposed to look like skin
You can use an animation override controller to share the same animator graph but with different animation clips if that's what you need. Or if they use the same animations, you can just use the same animation controller.
Do you have a reference ?
No
Oh ok but any big factors
that is a big factor
I literally can't tell what it is so it is hard to give feedback
@everyone Hey
Does anyone have Low Poly Furniture Megapack?
https://assetstore.unity.com/packages/3d/props/interior/low-poly-furniture-megapack-209211
I want to know if it's worth it
and you thought that was a question worth trying to ping 92k people?
pinging everyone is extremely rude, be glad that its disabled because of people like you
Sorry guys, forgot to ask your opinion before posting
Using common sense would do the same
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?
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.
You can set materials to be transparent and have emission
The exact implementation depends on if you're working on 2D or 3D and depend on the chosen render pipeline
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.
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
No
Dynamic and static objects are batched separately in every situation so they do not care about the materials of the other
And conversely within a batch you'll want meshes to share materials, though the specifics of that depend on render pipeline
Ok, Thanks. I'm using the URP.
URP uses SRP batching which works quite differently from the traditional dynamic and static batching, and in many cases beats them in practice
I recommend you read more about it before making a lot of optimizations based on outdated info
https://blog.unity.com/technology/srp-batcher-speed-up-your-rendering
It can be used together with static batching, but in my experience that might not even be worth it in many cases
I see, interesting. Thanks for the link
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?
There are two main reasons for that kind of issue
#🔀┃art-asset-workflow message
That one looks like color bleeding between tiles
ah so i should have some padding in the spritesheet?
Yes
Pixel perfect may fix it also but padding is probably simpler
Note though that pixel perfect might fix other problems as well if you're working with pixel graphics
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?
my art is so good dude
Showcase channels can be found above
This one is for if you have questions or topics of discussion
wow such masterpiece
you might want to add some variety between tiles of same type
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)
I've tried exporting it as a
Gltf
Obj
Stl
fbx
but nothing works.
I guess you didn't learn how 3d model import works in unity?
Did you try extracting the materials/textures?
I suggest reading through this page:
https://docs.unity3d.com/Manual/FBXImporter-Materials.html
Do I export it as an fbx? or obj
I'm not sure if obj can store material/texture data(it probably can), so it's safer to go with FBX.
Right
Why tf does my model look like that in unity.. it doesn't like anything close to this in blender
@potent wraith
No clue. What does it look like in blender?
Can I send in dm's? It's a personal model
Something I'd rather not share in public..
No, sorry.
I'll send it but you'll have to view it fast because I'll delete it in 5s @potent wraith
okay
I've just got no clue what's going on
Doesn't look like what you exported at all.
Nope
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.
Looks Like I'm f****ed
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
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
I think the more serious problem is that your mesh does not export/import properly
Materials are fixable. In the worst case, you can bake them all into one texture.
focus on getting the shape working properly first.
But I've got no idea how
That seems like the sanest option
Well please.. Oh please dear god can someone help me with that.. Please.. I beg
Goes to show that trying to work with ripped assets always has more problems than just license ones
At this point: learn blender. If you don't want to share the mesh or their screenshots, it's gonna be very hard to help you, so...
It's renders of my street
I'm making a game based of where I live
It's a personal game tho
not gonna be public
I'm not sure if it's even allowed by the rules to discuss this, since you don't own the rights to it
It's not gonna be published.. Only I'm gonna play it lol
like if I get bored or smthn
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.
does sacrificing my privacy come with help also??
Or just learn blender + unity thoroughly until you're able to solve the issue yourself.
At least a help attempt, yeah.
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
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
Ngl it's sorta rude you basically saying give up your privacy for help Dlitch
Then start from something simpler, and slowly make your way to that project.
That's why I asked Dlitch to go in dms.. because it's private msgs and only we could see it
You're clearly biting more than you can chew atm
Ik I like doing that
Well, good luck with that. 😄
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
I totally understand. Do you understand mine though?
I don't want to go into DMs with a random person. Don't I have right to refuse?
I understand you need images to help. but you're not working with me to help protect my privacy
No no ofc. That's not what I'm on about
Then what are you about?
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"
Why do I need to protect your privacy by sacrificing my own? 😄
Are you entitled or something?
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
@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.
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.
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
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.
My problem IS my map of my location.. the map of my location is my ENTIRE PROBLEM
the entire model is the problem which happens to be my street
So get a map of another location?...
Right I'll use that as a test then
Dlich.. Will you be willing to help? Or try? I apologise.
Me or someone else. That's the whole point of asking here.
I recommend baking all the materials into just one material/texture
Right I'll get another 3D render of let's say.. London.. and we'll begin
Please make a thread for it
Alr
Baking takes wayyy to long on my potato
I've got an I-5 with intergrated graphics
What should I name it?
Hey i have some Sprites in my Game but there are many grafic problems like the Player has blue pixel and more
Make sure your sprites are set to Point filtering and if needed, turn off compression of the asset in the import settings.
I did but it is still there
It is a bit transparency
Show the sprite and the settings?
Here
Turn off Alpha is transparency?
No it isnt working
Set compression to none from "Default" tab in the format section
I dont understand
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
The compression of game textures is quite a bit different from how traditional images or say, audio is compressed and decompressed
As far as I understand textures tend to be compressed even when they're being rendered to save video memory
https://docs.unity3d.com/2021.3/Documentation/Manual/class-TextureImporterOverride.html you can read more about how compression formats work
It's mentioned there that using "variable bit rate" with crunch compression reduces texture size on disk, but has no effect on memory
is there a way to export my blender scene so when its imported to unity, they are organized like this?
"Collections" do not exist beyond Blender, but I believe object hierarchies do, so if you parent them to empties in Blender they should be parented to empties in Unity
ill see if that works
that worked, thanks
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!
That doesn't sound like a model that's meant for realtime application as is
What kind is it and how many polygons does it have?
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
nevermind i got it
Like Spazi said, that sounds like your mesh might need optimization and/or breaking up in your modeling software.
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.
[MEDIA]
Hey all! Happy #TutorialTuesday!
Learn how to add destructible objects into your game - for free! In this tutorial you'll learn how to...
Thank you, I'll check this out.
Care to provide the solution?
select the faces then create a new material and hit assign on the selected faces
then export as normal to unity
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
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?
Depends on alot of factors. If you're gonna be spawning and despawning a lot then you might wanna look into ring buffers and the like.
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
likely just jpg artifacting then
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
How fast are you walking? Might try setting the max clip distance of the camera higher
how do I do ythat?
Look at the camera inspector
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.
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
I recommend starting from basic UI tutorials
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)
Jpeg compression is most visible on that sort of image.
I can't think of any reasons why modularity would cost you performance
If anything it may help it by letting you do occlusion culling
Modularity will improve performance in most scenarios, especially if you are reusing the same parts and taking advantage of instancing and batching.
im gonna be honest chief i have no idea how to do either of those
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
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.
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)
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
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?