#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 15 of 1

leaden crane
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lets say it is a 4k texture, why does it benefit? think

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but we're targeting the quest so probably not 4k texture lol

misty lantern
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Merging them together in the modeling program is (in most cases) just a worse type of static batching as it doesn't support culling, and provides no benefit if they don't share materials also

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Means they can't be moved separately either way

leaden crane
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In my case we're just fitting multiple objects onto one set of uv's/materials not actually merging the meshes together

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but im not sure if there's a benefit unless they're going to be static meshes

misty lantern
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As mentioned sharing the material is good for SRP batching
But you only have that when using a scriptable render pipeline (not built-in render pipeline)

leaden crane
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I briefly looked into SRP and apparently that batches things together based on shader as opposed to material?

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sorry im not getting it, i've been very used to just making singular objects that use the one material per object and if they're static unreal or unity would do the atlas/batch stuff

misty lantern
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If something can be batched by sharing materials the traditional way, SRP batching works with full efficiency
If the materials are different but share the shader, it still works but only loses a bit of efficiency rather than failing entirely

leaden crane
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well what im not getting is whether im wasting my time on putting stuff on the same mat/textureset in blender πŸ€”

misty lantern
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But it does require URP/HDRP

lapis elk
misty lantern
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To test if it's worth the optimization to combine materials, you can temporarily assign any one material so they share it and then profile the frame time

lapis elk
misty lantern
leaden crane
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Say we have this item that's the same mesh with 20 different skins, would it be better to just copy and paste the mesh a bunch of times, fit them all to the same UV/Material or just to have that mesh once and have 20 different materials for each skin? πŸ€”

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all 20 skins would be on screen at the same time but they wouldn't be static

lapis elk
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im quite sure the approach with one material.

leaden crane
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is there a way in unity to make a single mesh change it's UV coordinates without requiring multiple materials?

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because having 20 different meshes of the same thing just seems kinda wasteful

lapis elk
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Maybe a Flipbook will help with this

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But thats more often used for sprites.

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As Spazi said, you can also use 20 different materials, because they will be batched by SRP Batching

misty lantern
leaden crane
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what render pipeline does SRP require again?

misty lantern
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You haven't specified which pipeline you're using

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If URP's not an option there's not much point for me to keep including SRP batching

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UV coordinates are mesh data, so it requires a new mesh asset or to modify the mesh data at runtime

leaden crane
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I need to ask my boss, im just doin the 3D art im just making sure everything im doing is a good use of time lol

eager mist
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how does this look

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my first card

quasi mesa
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Anyone have any tips for how to determine import settings?

quasi mesa
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9 slice way to go

dreamy saddle
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i thought this was well unwrapped (im a beginner), why is the texture coming off so bad?

lapis elk
dreamy saddle
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did i mark the seems badly

misty lantern
lapis elk
fluid oak
dreamy saddle
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new problem, after creating a barn with alot of seperate objects, i have seperate uv maps for each one

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but when importing it into substance painter its merging all the uv maps and only letting me texture the entire barn at once

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i dont really know whast to do

drifting dew
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Even though it's seperate UV maps you're importing it as a single mesh

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Apply a different material to every object in your modelling software

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Also I wouldn't recommend using substance painter, personally I'd use a trim sheet or tileable materials for something like that

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Idk if you know what those are, but definitely look into them. It's really good.

fresh crest
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can anyone help me with this? when viewed at a low angle, my landscape (made in blender) shows these strange lines. ive tried every filter mode, turning off mip maps, and texture padding, but im still getting these lines. any help would be greatly appreicated

vestal cargo
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ack my weight painting is fine in blender but importing to unity does this 😭 what am i missing?

vestal cargo
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nvm i had to recalculate my normals for the umpteenth time even tho the all looked good in blender

misty lantern
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Humanoid animations can be played on any Humanoid-compatible rig, even with different proportions using retargeting

misty lantern
misty lantern
lapis elk
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i'm more concerned about the model itself than the glitch there πŸ˜„

quaint jetty
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sorry had to

lapis elk
quaint jetty
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Looks like something youd see in vrchat

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lol

quaint jetty
lapis elk
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i guess im to harmless / normal for this fetish ^^

quaint jetty
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If you call that a fetish, then youre really havent seen much of that part of the internet

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ive seen things i wish i didnt

vestal cargo
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It is for vrchat yes!

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Am just a girl that likes the chesties what can I say

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Idk if it's a fetish I just think furry designs are cool and creative

fresh crest
quaint jetty
vestal cargo
misty lantern
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This is entirely off topic

quaint jetty
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Its the furry models fault kekw

earnest pecan
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Uhhh, is it normal for my LOD tris to shoot up like this during runtime? Just a visual bug I hope?

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For reference, this is how it is during edit mode.

vestal cargo
quaint jetty
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we talked

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about the model

vestal cargo
abstract schooner
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hey can somebody help me with importing an aseprite animation into a unity UI image? if I drag it into the scene it's a prefab with a small sprite renderer rather than an image on a canvas. When u drag it into the sprite of an image component, it doesn't get animated

misty lantern
dense heath
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how do I import an fbx while keeping the filtering method of the textures

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do I HAVE to make a new material for it

misty lantern
dense heath
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where? this is imported from an fbx

misty lantern
# dense heath where? this is imported from an fbx

By "should" I mean if you're seeing textures they probably are separately somewhere
But if they're embedded in the file, you can choose the option to extract materials and textures from the mesh import settings

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In my experience the textures haven't shown up on the mesh if embedded before they're extracted

dense heath
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so I just have to have them seperate in the unity file regardless basically?

misty lantern
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In most cases it's practical to, anyway

earnest pecan
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Is it possible to make roads or rivers using Unity's spline package? The Spline Extrude component seems to just make tubes/cylinders and that's not what I'm looking for.

near juniper
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I can't figure out why my fbx that I imported from Blender has this problem. It's like for the base of my palm tree, the textures are invisible when looked at from the outside, but the textures load when looked at from the inside. In Blender the textures look completely fine

earnest pecan
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In Blender, select all your faces, the Mesh > Normals > Recalculate Outside or press Shift+N. Then export again.

near juniper
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That's it!!! Thank you!! ❀️
Def haven't been wrestling with exporting from Blender to Unity for 2 days. This was almost the breaking point XD

lapis elk
# near juniper That's it!!! Thank you!! ❀️ Def haven't been wrestling with exporting from Blend...

Hey! I have made a tutorial especially for this topic with a lot of troubleshooting examples:

https://youtu.be/v-dcBY1-YS8?si=kWvtzsi02V5EPIbE

In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.

If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...

β–Ά Play video
worn coral
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I am an absolute beginner, started out today. WIth the goal of creating my first short PSX style horror game. I ran intro a problem with importing .fbx models. When I import a scene I found on itch io, the tree graphich dont have an alpha channel or i dont know. Can someone help me fix this problem?

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Im currently stuck with my project because of this

marsh summit
lilac edgeBOT
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Over 750 hours of free live and on-demand learning content for all levels of experience!

marsh summit
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It's similar to how you need to create a transparent alpha shader for Blender, only one click instead of setting up nodes and rendering types.

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Open the material, enable transparency or use an alpha clip. Make sure the texture has an alpha channel etc.

worn coral
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Thank you!

hushed plover
lapis elk
# worn coral I am an absolute beginner, started out today. WIth the goal of creating my first...

If you struggle with importing into unity, have a look into this tutorial:

https://youtu.be/v-dcBY1-YS8?si=kWvtzsi02V5EPIbE

In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.

If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...

β–Ά Play video
worn coral
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Thank you β™₯

eager mist
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Hi, could someone help me, please? I made a stage floor in Blender 3D, but when exported and imported into Unity 3D it looks completely different.

fluid oak
fluid oak
fluid oak
earnest pecan
hushed plover
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@fluid oak I'm waiting for him to get back to me.

gilded tangle
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what do you guys think of this drawing of my game?

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(the monsters at least)

lapis elk
obtuse oyster
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@azure shadow Your DMs may be closed to the bot, so here's the warning: Don't post asset store advertising outside of the asset-store-advertising channel (or disregard the rules of that channel).

gritty raft
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Is directly using the .blend file in Unity not supported correctly? I have super simple materials, just BDSF with a texture, and the texture does not appear in Unity. I have tried with Packed, Unpacked, Relative and Absolute paths. I can Extract Materials, but i cannot Extract Textures, nor are the Textures present. I have tried 'Normal mode' and Legacy.

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Materials are present in either mode, but not the Textures

gritty raft
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Seems this is on the list of "Don't expect this to work"

lapis elk
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AMAZING Free OUTLINE for URP (Screen Spa...

nova coral
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What's the easiest way to make images that come in rectangular format but align to hexagons work correctly here?

misty lantern
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Looks like your sprites are already hexagonal though, just with different proportions than your grid

nova coral
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The actual image files are rectangles that are cropped perfectly to fit the sprite

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Which really sucks because if they were just left uncropped it'd be fine

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Once I do actually have them aligned to the tile map, how do I rotate them in 60 degree intervals? Do I really need a new sprite for each?

nova coral
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Ah ty!

hollow lotus
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Not quite Unity specific, but when importing from blender, I put everything in collections for organization, but they aren't imported into unity. How would I make them appear as just like empty gameObjects/Is there a way to?

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Or just child object meshes somehow

novel garden
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So I've been looking at Oli Oli world, since I'm interested in a style with heavy outline and flat colors. I understand that most of these outlines are likely handled by some edge detection shader, but there are some lines within meshes that dont seem to be from an edge.

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For example the bottom of this mushroom in the background.

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Would these lines be textured on? Or do they have some texture that's maybe telling the outline shader to draw line there?

inland thorn
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Don't know if this actually the channel to ask this, but how do I know which downloaded "for free" assets can I actually use if I were to make my product a comercial one. Like for example, I used whatTheFont to find a similar font of what I am looking for, it was for sale in there for like 500+$, I was like... No way I can afford that; and I found a free version of it from download, which made me raise an eyebrow. How do I know the actual thing I am using is actually fair for me to use freely?

lucid anchor
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Hi guys. I have a problem that causes me much confusion, resulting in me renaming my objects over and over again.

How do you guys name objects in a scene when it becomes more complex?
For example: I'm currently setting up colliders for a sail ship. So, this new object is the
First collider of the railing on the forecastle on the left side.
How would you name this object?

My current name for it is "Coll_RailingForecastle1_L"
But there is no Forecastle2, so i think it's still confusing. If i put the Railing to the end of the name, isn't it against the intuition that on the beginning of the word it should clearly say what it is, followed by where it belongs to?

weary comet
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Not sure if this is the right channel but unity is reporting one skinned mesh to be 220 thousand vertices, while blender is reporting the same one to be 6400

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I've disabled shadow rendering on my camera and that appears to have shaved 40k vertices off but I'm confused as to how its multiplied the vertex count by 30

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okay so I've just found I had a second camera
but I now have the issue of the gun still have 11x more verts than the source model does

true trench
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I made a chest with a single bone to animate the hinge joints/open it. Rig works well into blender, but in unite, the entire chest is affected by the single bone. Why?

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ah, could that be the reason why there is always a "root" bone that seem to have no impact when I look at other people's work?

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Okay, I'm getting warnings that certain verts have no bones/weight assigned, so they're given one by default by the importer. Looks like this was my issue

lapis elk
misty lantern
tribal ravine
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If i were to make a large map for a driving game with mountainous roads cities/towns, tunnels etc

What would be the best way to go about it

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One of my ideas was to use something like Gaea to create a large landscape, Then draw a map onto the landscape where roads, cities etc will be

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Like nature

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But then it becomes alot more random and different from what i would imagine i assume

umbral knoll
weary comet
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It said my gun model was a total of 15k or so vertices, but the info also said vertices, vertex normals and uv something

gritty raft
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Focal length is killing me!

gritty raft
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Is there a way to search within BlendShapes? this is not working..

obtuse oyster
gritty raft
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Ok, thank you

fluid oak
fluid oak
cerulean widget
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I'm also a personal trainer with extensive experience if you'd like some proffessional advice for your health or nutrition let me know

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If you have any suggestions about my next ship project or which historical ship you would like to see let me know

tawny echo
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Is there a quick way to fix texture stretching? Material tiling doesn't work for me as it affects other meshes.

potent wraith
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A custom shader that disregards uvs is an option too.

inland thorn
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I think I saw some video about using a node to tell the texture to keep always proportional even after scaling the object, but it leads to other issues, you probably want to do UVs properly if you want precision over this

lapis elk
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@hardy shadow - can you delete this advertisement 5 messages above? ^^

hardy shadow
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!warn @cerulean widget please don't use this channel for promotion

lilac edgeBOT
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dynoSuccess PrimarisDiomedes#9554 has been warned.

inland thorn
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Can I like, create a new Font Material contained within the font or do I have to create a new one to change it?

tawny echo
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I have two textures that are supposed to be seamless but still gets seams between meshes??

lapis elk
gritty raft
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In UE, i could take any black and white map and plug it into Opacity to control the Alpha clipping, basically, of the Albedo on the model. How can i do this in URP? I mean, am i just missing where the plugin is, or do i need to shadergraph it?

proven veldt
tawny echo
inland thorn
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Is there any reason why that background is appearing in Game mode but not in the editor?

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Like, what is happening there?

scenic fog
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check camera settings

inland thorn
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To what?

inland thorn
# scenic fog

Like I want to see the skybox, I am refering to the black mask that appears behind the text

scenic fog
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oh, the font you mean?

inland thorn
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It only happens when the font asset is created with SDFAA; which I want to do cause I want to add effects to the font material

scenic fog
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I remember running into this issue before

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it has to do with the padding IIRC

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check this thread, I think it's the same issue you're having

inland thorn
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Oh, is cause of padding being too low

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Which... if I have to scale up makes is slightly blurry

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Kinda inconvinient

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But thxs πŸ˜„

sullen plank
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bump up resolution to compensate

lusty spindle
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I like the textures being transparent but I dont like that weird artifacting where it renders one over the other at the intersection

olive matrix
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heya, this is partially code related but with a smattering of shaders + probuilder stuff so I wasn't sure where to put it exactly
basically, I'm working with 2d tilesets and turning them into 3d buildings. I was wondering if there's any precedent for this kind of workflow/if anyone's aware of similar projects

right now I'm using probuilder to put several materials on one mesh (using the tilesets as 2d arrays). not positive if I'm on the right track or not though so advice would be great

gritty raft
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For Skeletal Mesh LODs, do they all Child under the same Skeleton, or a copy of the same skeleton?
Would it be
(Skeleton1 with Mesh LOD0), (Skeleton1 copy with Mesh LOD1), (Skeleton1 copy with Mesh LOD2)
or would it be
(Skeleton1 with Mesh LOD0), (Skeleton2 with Mesh LOD1), (Skeleton3 with Mesh LOD2).
Or perhaps
(Skeleton1 with all Mesh LOD0, LOD1, LOD2) together, and the LOD system would disable/enable as needed?

fluid oak
lapis elk
jovial elm
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Has anyone here used Blender to convert models as an FBX file?

I'm having some issues doing it for a Ready Player Me avatar
Below are two screenshots of the avatar in Blender vs the Avatar after exporting

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Have I done something wrong in Blender?

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or is there a better app to do this?

hexed shell
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hello. I have 3d image i want to use as background image. But I couldn't make it so. I have 6 images split them into 6 to assign to skybox material (skybox material requires up,down,front,back,right,left images) 3 of 6 of them match perfectly but 3 of them dont. Is there anyone here who is experienced in this and want to help out? (3d image from blender)

lusty spindle
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Anybody know a good way to import GLTF to unity? currently am trying to use https://github.com/Siccity/GLTFUtility#Important-shader-note and I installed this for json https://github.com/jilleJr/Newtonsoft.Json-for-Unity.git#upm but whenever i try to import gltf it crashes

GitHub

Newtonsoft.Json (Json.NET) 10.0.3, 11.0.2, 12.0.3, & 13.0.1 for Unity IL2CPP builds, available via Unity Package Manager - GitHub - applejag/Newtonsoft.Json-for-Unity: Newtonsoft.Json (Json...

GitHub

Simple GLTF importer for Unity. Contribute to Siccity/GLTFUtility development by creating an account on GitHub.

obtuse oyster
lusty spindle
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Well that might do it

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lol thanks

upper spindle
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i'm having issues with my model, it has textures but they turned into gray shaders. and i can't re apply the png files it did have

obtuse oyster
upper spindle
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ohh so thats how. i'll go try that.

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i didn't know what that meant before or where, ty. i'm sure i'll be back

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well it duplicated the same materials just in another folder. it wont let me actually set anything on either of them. what do you mean by "setting the textures"?

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i'm likely just too stupid to see this, i've been trying to get my model in unity all day (7+ hours) where will it let me pick the textures?

rustic belfry
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hello ive been trying to transfer my fbx file to unity and everytime it says "Can't generate normals for blendshape '...' on mesh '...', mesh has no smoothing groups." do you have any idea how to remedy to this?

rustic belfry
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ye i cant seem to create avatar definition from this model

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for the rig

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like configure the rig

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ay my bad i dont have any idea how it fixed itself but it fixed itself

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im so so sorry for taking up your time

misty lantern
rustic belfry
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It just says that on repeat for the blendshapes

upper spindle
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here you can see i hovered over the tongue texture, it only picks a color from the texture not the whole texture itself

outer halo
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The square box to the left of albedo is the texture. Put it there.

upper spindle
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tysm

true trench
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I have a rope that my character uses to fight with. In its neutral state, it's just a handle with points using verlet integration.

I want the ability to perform attacks with the rope. I need the attacks to be/look consistent, so for the attacks I am stopping the simulation and looking for ways to manually animate the points.

Currently, I am manually simulating the arcs/motions with trig maths but results are a tad rough.

Any ideas how I could achieve good looking results?

tacit island
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Guys when i create pixel art, would it be smart of me to make the "Character" made up from different pieces, like - Make the character but without arms, and then create the arms seperately, and then the gun model, to then add it all together in Unity as different objects, or?

true trench
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@tacit island depends if you need the modularity or not. If you don't, then it sounds like you'd just be creating problems for yourself. You'd need to manually adjust the render order of things. E.g. hand is drawn over weapon who's drawn over torso, etc.

tacit island
daring harbor
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is there a way to set the asset bundle for every asset in a project directory at once?

eager mist
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what's the best tool to like make spritesheet like this? where i can like just press right arrow to go to next frame/step, then edit that frame manually

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any suggestion?

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Aseprite animation system is weird, i dont know why they have to do their animation like that... multiple files for animating feels bad for making spritesheets. It's mostly helpful for making gifs, not spritesheets πŸ₯Ή

misty lantern
violet walrus
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i like the way it does animation, feels like flash to me but all pixel art instead of vector

gritty estuary
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Hello, i am trying to import this (https://sketchfab.com/3d-models/concert-barricade-porter-robinson-vr-7f77504ec49e400b8406ccb6cd73953c) model into unity but i cannot figure out how to apply the material with holes in it. The .blend file comes with a mask texture to make the holes but cant figure out how to use it.

misty lantern
young wasp
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yo guys

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I use the phtoshop importer thing to import all my graphics into unity

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and I had this:

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and usually, in unity, the character is facing the right direction by default
so i flipped it:

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but umm
for some reason, this is what unity imports:

misty lantern
young wasp
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but damn unity flips me over no matter what i do

misty lantern
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I'd guess the psb importer is stuck somehow, it should adjust the sprite shape and other sprite meta data when changes are made

young wasp
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it.... works

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wha-

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thanks fam

halcyon pewter
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I have a spritesheet which each tile is 1024x1024, and the total size is 8k.

is it a good idea to set the max size in the sprite's import settings to be more than 4k or even 8k?

How do you handle 2D animation spritesheet where each frame requires a rather big size (e.g. the game is not a 2D pixel game)?

lapis elk
halcyon pewter
misty lantern
halcyon pewter
lapis elk
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(and if not, adjust it later)

misty lantern
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Usually with large areas you don't have to capture the whole thing on a texture, instead you can use repeating textures for repeating features like grass, and re-use sprites where they occur multiple times

halcyon pewter
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I'm still thinking. The tile is 1k. But it has 10 frames to the left and 4 to the bottom. so it's 10k by 4k in size. If I import it at 2k max, it's going to be 2048x814 px which 204x204 px each tile, looks far worse than 1k each tile.

But having 1k doesn't hurt the fps, the animation is just going to run for 1.3 second.

Aside from big file size or long asset load time, what are the consequences of importing these spritesheet with big max size?

misty lantern
halcyon pewter
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Oh yes, I forgot

gritty estuary
misty lantern
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If you have a modernish Unity editor you should be able to invert it in import settings

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"1-A" means one minus alpha, which also means inverted

jagged obsidian
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I have a game, and I want to put some button in the bottom left corner. What should I put there in terms of design? (like "stop" button, power up, things like that)

misty lantern
jagged obsidian
misty lantern
gritty estuary
grand marsh
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Why are some parts of the mesh visibile THROUGH the rest of the mesh??

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Figured out the solution.
Changing Depth Write to Forced fixed it.

misty lantern
grand marsh
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I wanted those parts to be transparent^

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was going for this effect

hollow tusk
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So I have a room design from blender. But after importing it in unity the walls of the room keep dissappearing when ever I turn to them, and the room has no wall unless I zoom in view from inside, like a part is missing. Does anyone know what is wrong and how I can go about solving it?

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I recaulculated the normal in blender but still when I import it nothing is changing in unity.

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Technically it fixed the problem and created another problem. Not the walls are invisble from the inside.

misty lantern
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You should aim to create a manifold geometry that has no exposed insides, and you may also have to flip the faces manually rather than relying on automatic recalculate

wild mango
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Does anyone has experience with using AI tools for generating textures? I want to make "simple" textures for my terrain like rook grass and so on...

modern remnant
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what resolution should u draw game assets in

misty lantern
edgy hedge
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Hi all! I'm working with some very long thin textures generated by a VAT baker. (one is 6198x50!). I was wondering if I'm losing any memory by not wrapping them. Unity's docs say that non-power of 2 is a bigger issue but my intuition from when I started learning was that long textures could be problematic. Does anyone have any insight on this? https://docs.unity3d.com/Manual/ImportingTextures.html#TextureSizes

tired wedge
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I baked the lighting of my interior scene in Blender, and so far it looks great (minus windows/transparent materials). However there's no reflections

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here's the render, notice the reflections on the ground

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is there a way to add reflections to emissive materials?

lapis elk
tired wedge
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I was asking if there was a way to do it in Unity, sorry

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it was baked in Blender though

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but I figured it out, it turns out I could just plug the texture into emission and set the Color to black, and smoothness should work as normal

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I also found a screen space reflection asset for URP

lapis elk
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if you want reflections like in the second image, you should use screen space reflections, yeah

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normal reflection probes wont get a result like that

misty lantern
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@tired wedge You'll still additionall want reflection probes though, as SSR falls back to probes in places where it cannot function
Box projection helps

mystic orbit
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is my texture doing this simply because of size?

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i mean the black lines in between

celest fern
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for some reason my tree that is made in blender looks like this in game and i dont know how to fix it can u help please?

inland thorn
lapis elk
mystic orbit
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the lines

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the black lines

lapis elk
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How does the import settings of your texture look like?

mystic orbit
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doesnt matter any more i replaced the textures

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thanks anyway

celest fern
#

this is what it is supposed to look like

#

i know how to add textures but for some reason in unity there are transparent parts as u can see

lapis elk
celest fern
#

ye

lapis elk
#

Can you show the wireframe and the face direction?

celest fern
#

ok ina sec

#

north

lapis elk
# celest fern

Sometimes very long and thin triangles making problems in Unity. But normally they wont be invisible ^^
For me it looks like the normals are inversed

celest fern
#

oh ok thank you πŸ™‚

lapis elk
# celest fern oh ok thank you πŸ™‚

https://www.youtube.com/watch?v=v-dcBY1-YS8&feature=youtu.be
If you have problems with exporting from Blender to Unity, you can have a look here

In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.

If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...

β–Ά Play video
trail nest
#

How can I fix that the textures are the same size on every object If i change the scale the texture will change aswell

inland thorn
#

Or just, create a new mat with the same texture but different tiling

silk kiln
#

hi did anyone know any program to create 2d characters for my game in unity?

celest fern
#

guys i need a little bit more help for some reason i keep fading into object quicker ill show a vid

#

i am not far away at all and for some reason this is happening how do i fix

lapis elk
lapis elk
lapis elk
celest fern
lapis elk
celest fern
#

ty

#

even if i am far away i keep fading into objects

lapis elk
celest fern
lapis elk
#

double click on your tree in the hierarchy.
Shouldnt happend then anymore

celest fern
#

yay it worked

lapis elk
#

Hotkey is "F"

#

focusing on the object adjusts the clipping

trail nest
lapis elk
trail nest
#

ah so you mean that every object has the scale 1,1,1?

lapis elk
#

If you shrink down your the UV shell, the texture will become bigger on it

trail nest
#

UV Shell? I got this texture from an asset

#

i know nothing about textures

lapis elk
tired wedge
#

anyone know why screen space reflections isn't working? I can confirm post processing works, since the Color Grading is making everything red

#

the camera's rendering path is set to Deferred, and I can confirm it doesn't work in other fresh scenes

#

The ground's smoothness is also maxed out

#

This is using Post Processing Stack v2, not URP

tired wedge
#

huh, just restarted the entire project from scratch and it works

tired wedge
#

I figured it out... it was webgl?? When I switch the build to webgl SSR suddenly breaks

fluid oak
#

So SSR might not be supported.

#

At least, not unity's version of it

tired wedge
#

okay, I found a sketchy asset for planar reflections that required a lot of setup, but it works on webgl at least

clear stone
#

hey does anyone have any Torso models, I need it for my fps project and will credit the creator. Will explain in more detail if needed but to generalise I need torso for an fps trench game that will be used with a m1911. I messaged the other chat but believe this is the appropriate channel# to ask in.

outer halo
lilac edgeBOT
proud cradle
#

Hi everyone! I imported a video (.MP4) w/ a transparent background into Unity, but Unity is showing the video with a black background instead of transparent. Does anyone know how to fix this?

small fiber
#

hey! how do i determine how large a pixel art canvas should be for a top down 2d game? I made an example "world" on a default canva which was 32p x 32p and i had to zoom in in order to see it!

#

what i mean is this:

#

normal png vs full zoom

gritty raft
#

So, the USD importer (the one in 2023.x Unity, not the Github deprecated one) does not understand how to import the textures yet, or am i just Really missing something here? Oh, it may also be that Blender does not know how to Export USD properly. I will look into that

#

Ok, just read the docs on Blender USD Exporter limitations. there are some Major issue there.

misty lantern
#

Unity's Canvas or something else?

small fiber
misty lantern
small fiber
misty lantern
#

Characters made to roughly fit in that kind of square as well

small fiber
#

I see, thank you!!

misty lantern
#

If you're not using tilemaps, you won't even have a grid to worry about or to use as a basis

#

It's difficult to decide, especially since how large the grid is on the modern and how large your characters are are arbitrary as well

#

Could start with "what resolution looks good for a character" and build from there

#

It's traditional to use power of two dimensions, but not necessary

small fiber
#

idk if that makes sense haha

misty lantern
#

The Forager game for example uses tilemaps

misty lantern
small fiber
misty lantern
#

Look up "tilemaps" if you're not familiar with that technique

small fiber
void thistle
#

does anyone know what is causing this issue? certain parts of the mesh are only visible from certain angles, but when I created the mesh in blender everything is visible constantly

misty lantern
void thistle
#

tyyy

proud cradle
foggy steeple
#

When making 9 slice assets? What resolution should I make em if I want super crisp edges for 1920x1080? Stuggling to get my assets looking right

outer halo
#

You should make it to scale what a square would look like at that resolution

tribal pivot
outer halo
#

You make for the largest resolution you intend to support, or you don't bother and accept it won't be as crisp.

outer halo
#

There is no workaround. You choose which one you care most about.

Or if you really do care, you make multiple and dynamically load things based on the target resolution.

tribal pivot
misty lantern
#

@foggy steeple @tribal pivot How crisp an image or a sprite is depends on its display resolution, which is the same as size relative to screen resolution
Unity's only way of resampling textures when scaled are pre-generated mipmap levels, which means you see the resamples texture only each time the scale is halved, so 0.5, 0.25, 0.125 and so on
Scales between mip levels simply blend nearest mip levels which becomes blurry
The "ideal" resolution because of that is exactly the same as your image's real display resolution, or 2x or 4x that if you want to support larger resolutions as well

misty lantern
tribal pivot
outer halo
#

They're probably handling it with mipmaps

#

Oh, what Spazi said. Sorry, discord didn't scroll down lol.

tribal pivot
#

i tried mipmaps with default settings and it was blurry and tried setting bias to -0.5f but neither fixed it, i cant get it to look as crisp as super auto pets if i use mipmaps

misty lantern
#

Unless your texture has a lot of noisy detail, the small level of blur that would appear should not be noticeable

#

The game you refer to also has resampling issues when the characters are scaled during animations, but those animations go by very briefly

#

That combined with the simple and clear artstyle the problem really doesn't chance to become a problem

#

If you want 100% crisp graphics and can't figure out the correct resolution to avoid mipmap blurs, you may also try the Vector Graphics package, as that one recently got the functionality to render vector graphics as geometry rather than converting them to rasters

tribal pivot
misty lantern
misty lantern
#

Double those dimensions and that's the optimal for 4K, and thanks to mipmaps being in halves it'll resample nicely to 1080p

tribal pivot
misty lantern
#

There may be some shaders that do some kind of "texture antialiasing" that resembles image resampling when scaling, but I'm not aware of them

#

Since I'm bad at explaining this whole thing I should underline that the important thing is:
The image should be displayed as close as possible to its native resolution, or half of it, or half of that
What makes it complicated is that user screen affects camera size, and camera size changes relative sprite size according to its PPU
(UI images however have some options to adapt them to different screen sizes)

tribal pivot
tribal pivot
misty lantern
# tribal pivot what options do ui images have?

Pixel perfect option to improve crispiness a bit by not letting the image have sub-pixel offsets that cause blurriness on their own, as well as canvas scaler options that let you define absolute pixel sizes for images

#

How absolute size canvases work with drastically different screen resolutions is a bit outside of my experience though

#

Also, enabling trilinear filtering improves the look of textures between mip levels somewhat

tribal pivot
misty lantern
misty lantern
#

But since it's your monitor's native pixel grid it's not significant

tribal pivot
misty lantern
tribal pivot
misty lantern
upper thunder
#

So I'm using a trimsheet asset flow where I have multiple meshes use the same exact material. The idea is to use static batching to reduce draw calls. However, the typical static batching seems to be creating a batch for separate meshes even though they share the same material. And it appears to be inconsistent. Sometimes they combine, and other times they don't. I'm well under the 64k vertice limit so I'm not sure why this is happening.

I've alternatively used a "Mesh Combiner" script that converts them all into a single mesh within the editor and everything is working perfectly. However, this is not ideal since it requires me to manually create the meshes while setting up the levels and I'll have to keep track of vertice limits myself. If anyone has any guidance at all, it would be greatly appreciated.

lofty rain
#

Does anyone know why when importing the textures for my model, my texture is working on one hand whilst not fully working on the other despite both hands having the same texture?

#

The model and textures work perfectly fine in blender btw it's just when I port it into Unity

misty lantern
#

Two overlapping hand meshes would explain it

misty lantern
lofty rain
cold panther
#

guys how can i achieve old point&click/adventure games graphic style?

For example: Labyrinth of Time (its really old game), or like the Planescape Torment's cutscenes. It looks like they are made of clay. I can give even Sanitarium's cutscenes for example and even some old point and click games (some of them looks too realistic for its time (like Drowned God)). How can i make my assets look like them? I really want to learn it. So please, can you guys explain and send some tutorials about it?

misty lantern
cold panther
#

sooo is there a way to replicate them?

misty lantern
#

Those old 3D programs were all using ray-tracing which is why they got such cool effects for the time, though they were all prerendered

misty lantern
cold panther
#

Hmm I got the second one that you said, I could try it. But what do you mean by dissect? How's that going to be? (I'm really new to these modelling things, sorry for my stupid questions if they are)

#

Ohh i see, you meant try until you make something similar to it. But isn't it kinda hard? Maybe not exact tutorial for this but at least some similar tutorials can help me? I'm searching it for days and couldn't find any. Can you help me to find tutorial videos if you are not busy? :P

#

Even if I use the older programs, they wouldn't be usable on Unity I think.

#

Because of the formats of the files i mean.

#

I'm open to any kind of tutorial at this point lol. If someone knows something like that please send some :((

misty lantern
#

The process is called "rasterization" if done on 3D graphics, "digitization" if done on real life images or even clay models that old games did use
Here's one example of the rasterization process

#

Understanding how to imitate an old game's style precisely with modern systems requires quite a lot of understanding of 3D tools, rendering in general and a keen eyed inspection of the specific game's graphics
It's rare that you find a tutorial or any kind of resource like that for that specific game

cold panther
#

Oh, okay now i got it. Thank you so much

#

One more thing, can you send a digitization tutorial? :D

misty lantern
#

Now it's not really an issue

cold panther
#

judero's assets are made out of clay for ex

#

but how did they turned the physical objects into asset?

#

this is my final question

misty lantern
#

Then they imported the photos into an image editor, cut out the backgrounds and imported those into the engine as sprites

cold panther
dark shadow
#

not sure if this is the right place to ask, but do you guys have any tips for "normal" and "realistic/unstylized" character assets? literally everything I'm finding is either soldiers or zombies or medieval, but there's basically no assets of just "people" ... there are some that are highly stylized, but almost nothing realistic

as in think npcs that walk around in GTA

misty lantern
#

Or the sprite is animated to move around

cold panther
#

ohhh got it

keen moss
#

Guys someone know what best way to make icon for my 3D model ?

misty lantern
keen moss
misty lantern
keen moss
misty lantern
#

All 3D modeling software are capable of it

keen moss
dark shadow
#

you could also just "take a screenshot" with your in-game camera in unity

#

we've done that before in past projects, have a scene setup for "icon", load a prefab, save screenshot, load another, screenshot again, etc.

#

as in take screeshot with code

shadow cape
#

Im going for a low res pixel art style for my game. Do you guys have any advice for what to improve upon? (background was not made yet and i didnt make the birds myself)

misty lantern
fluid oak
cold panther
#

its not even on internet archive

#

Wait

#

okay i just saw it :P

cold panther
fluid oak
#

It was just an example.

#

Point is that if you wanna learn how they made stuff in the 90s, there wasn't really an internet tutorial scene.

#

A few general pointers for the style- most software had very limited UV mapping capabilities, so you'll see a lot of planar, spherical, and triplanar textures. Not a lot of beveling. Generally no roughness maps or the like that you'll see in modern pbr materials. Usually hard shadows.

#

And if you are using URP, use Simple Lit instead of Lit.

opaque mist
#

my first work ever

#

pixel art SLIME

#

ugh ok i know its not smoth but yk first time after 10 min learning

lapis elk
misty lantern
#

<@&502884371011731486>

shadow cape
opaque mist
serene briar
#

I am having a problem where my FBX texture will be the wrong size when I extract it onto my FBX model, what can I do? (the right one is the blender file that it should be, and the right one is the problem)

serene briar
#

the top or bottom one?

lapis elk
#

well, i guess the texture on the top is wrong? So the Top ^^

serene briar
#

thank you, will try

#

that did not work earlier haha, thank you

#

but.. its sideways for some reason?

lapis elk
serene briar
#

probably (I am relatively new to the editor) where could I find the editor for that?

lapis elk
#

Ive go a Tutorial for beginners when exporting from Blender to Unity. https://youtu.be/v-dcBY1-YS8

In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.

If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...

β–Ά Play video
#

But for your case, you have to go back to blender and rotate the UVs of your top part in the UV Editor Tab

serene briar
#

so the texture you see in my blender file is still 90Β° turned even tho it should not be.. I will check it out, thank you for the help!

lapis elk
#

But you are right, normally it should look (nearly) the same in Blender and Unity

serene briar
lapis elk
serene briar
#

because I have the same issue when importing from a color pallet, the colors get all wonky, like the color green does not render in on my poker table

serene briar
lapis elk
#

its cool but what is this dark space?
I would also add some more details to the ground to make it more interesting

shadow cape
lapis elk
lapis elk
shadow cape
lapis elk
misty lantern
#

@serene briar blender material Mapping values cannot be exported

serene briar
#

so thats it! because I indeed use that in blender

#

and in blender it is without it 90 degrees turned

misty lantern
misty lantern
misty lantern
eager mist
#

When I drag a texture onto a plane it doesn't work, it just becomes one solid color. I'm not importing anything from blender, nothing like that. It's just a png file that I put in Unity and it got turned into one color. Any idea why?

#

tried fucking with the settings in the probuilder uv editor but

#

nothing

lime pollen
eager mist
lime pollen
lusty spindle
#

so I am using urp and I want to get this texture working like how cutout mode works in standard.

#

transparent gets close but it still renders weirdly, I tried changing render face around as well and all of them looked off. Any help is appreciated thanks!

serene briar
solemn rock
#

hey,im importing a asset store model and its been loading for like 20 minutes,it stopped and started again for 8 mins

#

it is not that big with like 1.8G but still why does it take that long

#

rn its at the Crunch Compress and when it gets more than 50% it gets back like sometimes it is 68% then is back to 50%

#

its like loading every texture,right?

lapis elk
fluid oak
#

Especially if that is mostly texture files.

solemn rock
#

Thanks

shell belfry
#

Hi, textures dont seem to load on unity build, Im doing a 2D game pixel art how come this happens. On the editor they are perfectly find and Im not registering any errors. Thank you for your help

shell belfry
#

Linux and windows

shell belfry
#

I recently had an issue where many files got deleted . But managed to bring them back into the project

undone wraith
#

google has done me 0 justice, How do I get my FBX models to stay as one mesh instead of 20 different meshes

outer halo
#

Make them one group in Blender?

marsh summit
#

Yup, select all, then Control+J

#

... in blender πŸ˜„

#

Don't forget to set the pivot point, and apply the scaling

opaque mist
#

Hey guys !
I m new Game developer , I m really noob at this
I hope from the pro guys to give me the best way to start and learn faster

lapis elk
# opaque mist Hey guys ! I m new Game developer , I m really noob at this I hope from the pro ...

Good luck πŸ™‚ if you like, have a look on my tutorial series. I started creating videos for beginner gamedevs, so you can avoid the mistakes I made back in the days ^^
We also have a small Dev community mentioned in the video.

https://youtu.be/v-dcBY1-YS8?si=PI5rGKS8aV7gB9rf

In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.

If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...

β–Ά Play video
opaque mist
#

1 link wont help as u know

lime charm
lime charm
#

Either way, it is against the rules to cross-post

misty lantern
lilac crypt
#

hello there! im about to start a devlog for my 2.5D puzzle adventure game (inspired by such games as Fran Bow, Sally Face and Don't Starve), and I am currently working on a poster and the main screen for the game. i would gladly appreciate some opinions about the composition of the poster and which arrangement you like the most! (the last image is a reference for the overall visuals and art style)

flat cosmos
#

my color picker from unity is not getting the corect colors

#

what can i do?

misty lantern
flat cosmos
#

i also tried putting in the hexadamical code or how is called and is not working either.

#

i thought was something from lights but i disabled them.

#

so do you have any idea?

#

@misty lantern

misty lantern
# flat cosmos so do you have any idea?

Unity by default is in linear colorspace and may have some camera effects besides that so color picker is rarely reliable with the kind of accuracy you expect here

flat cosmos
misty lantern
flat cosmos
#

idk why i didn t tought about that

#

thanks

fluid oak
lilac crypt
# fluid oak How many 'L's are there meant to be in InkwellL?

oh yeah, i know the logo looks a little confusing πŸ˜…
personally i view it as a specific decoration, i like the whole look of the logo

  • it adds a certain confusion which suits the overall atmosphere of the game
    thank you for pointing it out tho!
#

back here with another choosing help for my game. im designing a main screen for the 2.5 puzzle game, set in an enclosed psychiatric hospital. which main screen do you like the most or find the most fitting for the art style? (art style reference pics are the last two pictures)
again, any feedback and opinion will be celestially appreciated
!

fluid oak
#

3rd

inland thorn
#

Does it matter if the animation clip that I exported has trasnfrom values that exclude rotations? Cause apparently Unity doesn't like that

fluid oak
inland thorn
fluid oak
#

You can ask the unity devs if they wanna change it πŸ˜„

#

It isn't a compilation error, it is an import error.

eager mist
#

Hey, what's the best way to handle trees? Do I model a different one every single time in Blender 3d or is there an easier way?

lapis elk
eager mist
lapis elk
#

With them you can craft yourself a good amount of different trees

opaque mist
#

When I move the camera away, the snake becomes blurry

lime charm
opaque mist
misty lantern
# opaque mist When I move the camera away, the snake becomes blurry

Unavoidable
With filtering as "point / no filter" and mipmap generation disabled your sprite will be pixelated, and when its size relative to camera changes the pixels will warp and shimmer
With filtering as "bilinear" or "trilinear" and mipmap generation enabled, the sprite will blur in that situation instead

#

If camera zooming or sprite resizing is required, the common solution is to have filtering and mipmaps enabled and utilize sprites and artstyle that aren't bothered by resizing
Pixel art never scales well

misty lantern
undone wraith
#

what if you draw the pixel are with a gazillion pixels so it doesnt blur

opaque mist
#

tbh i m not pixel art lover but i have no tablet

misty lantern
opaque mist
#

for drawin'

undone wraith
#

darn

#

i tried, sorry

misty lantern
#

Still, due to the way unity works with texture filtering an image that's displayed with more pixels than one sprite pixel to one screen pixel will become more blurred

undone wraith
#

there is a solution to everything

#

just possibly not this one

misty lantern
#

We're always limited to screen pixels
Any art that doesn't perfectly match those pixels must be resampled, so it will blur (or with pixel art it will warp)
While that's a fundamental rule, we can still minimize the extent of that issue with our choices

ashen prairie
#

nvm

#

i didnt read top part

violet walrus
#

yeah for the pixel art, you need to never have your camera smoothly change scale, and really need to keep things in a locked resolution and use a pixel perfect camera, there is never in a position that is between pixels in the art.

#

all doable, but its not simple and things will have to be within those limitations

fluid oak
#

Or use shader tricks to scale the pixels smoothly.

outer halo
#

@frail hedge !collab

lilac edgeBOT
winter creek
#

Are udims a good idea for game characters or should they all be in one texture the UVs?

misty lantern
winter creek
azure sinew
#

hi idk if this is the right channel for my problem but couldnt find the right one. I imported a 3D model into unity and i have no idea why but the front faces of the object are invisible, when i turn the camera the nearest faces diappear pls help me

misty lantern
azure sinew
#

tried it but its still the same. know its just in blender too

misty lantern
spice atlas
#

Hello

gritty raft
#

Ok, can you screenshot the material with Inspector

spice atlas
gritty raft
#

ok, that is the Texture, now how about the Material

spice atlas
#

is this correct?

gritty raft
#

Ok, now Where is that Material in the Project/Assets list

spice atlas
#

wait

#

ahh... its in models, I did not put it in materials, let me try

gritty raft
#

Ok, my problem is, i use a different pipeline, so Standard (Legacy) material is not something i am too familiar with. I use the SRPs which handle materials differently. What you are seeing there, is what i see when the material is not configured properly (I have to extract the textures and materials to make it work)
Of all the items in that scene, I am going to guess that the Gun has the most complex material setup.. I think the small amount of color we are seeing is actually Vertex Color, not material. could be wrong though

spice atlas
#

I see

#

How can i fix my issue?

spice atlas
gritty raft
#

well that is the thing.. if it is working for your friend, he may have done something automatically. You should ask him EXACTLY what he did. is he using the BIRP or one of the SRP? did he have to Extract material and texture (people who have been doing this for a while do that automatically without thinking about it). Your best bet is to go through the Essentials courses. It looks like you reached a bit too far without going over the basics. A couple things are not super intuitive when it comes to materials. Check out the Essentials if you have not already
!learn

lilac edgeBOT
#

:teacher: Unity Learn β†—

Over 750 hours of free live and on-demand learning content for all levels of experience!

gritty raft
#

is he using Standard Legacy, Embedded, or something else. Have him screenshot so you can match what he has done

spice atlas
#

Roger that, Thank you, I'll get back to you in a bit

sacred abyss
#

Could someone pls tell me how to fix this problem in unity, where 2d sprite look ugly (not blury) and break on movement, with default camera?

misty lantern
sacred abyss
misty lantern
#

Not exactly impossible

#

It is not a point-filtered style though

signal echo
#

I have a question about what dimensions i should be working in exactly, for something like Tilemapping pixel art.

why is 1 Pixels Per Unit considered the "standard" size in alot of tutorials for tilemapping and in general ? its absolutely massive compared to a Default Unity Block of 1,1,1 (the white suqare next to it). working with tilemaps at 1 pixel per unit means i have to scale every other Unity asset up to massive proportions.

if i wanted a size relative to the basic 1,1,1 2d Unity Square, it would be more around 9 pixels per unit.

kind flicker
#

Hi, i have a little problem with my asset and i don't understand why, who can help me ? So my player have a rigidbody 2D and a box collider 2D, a tilemap collider 2D for my floor too but when i run the game, my player is flying how to fix that ?

kind flicker
azure sinew
misty lantern
#

Ultimately the PPU is just an arbitrary value used to keep graphics the same size relative to each other, but Unity's physics are still calibrated for unit scale

misty lantern
misty lantern
kind flicker
misty lantern
kind flicker
#

So it seems that the collider of the floor goes outward so i have a gap between the floor an the player

azure sinew
snow pagoda
#

I have some colorless patterns (recolored in game) that I would like to use as materials for sprite and mesh renderers.

eager mist
#

How do most you design your assets? Is it with Blender?

azure sinew
hollow tusk
#

do you copy and paste a design to extend it or is there another better way to do it?
Bacially I have this hall asset I just downloaded but need to make it longer, when I copy and paste, it is not really giving good quality

azure sinew
eager mist
azure sinew
#

texturing is just dawgshit

#

but with ucupaint its a lot better cause you have layers and more try it maybe

pearl bloom
#

Good evening. I'm seeking some advice/feedback and possible ways to implement please.

I'm using at least a couple tilemaps [grids] for a Terreria like game that performs a proceeduraly generated underground system:

  1. Ground Tile Map
  2. Cave Tile Map
  3. Ore Tile Map

The TLTR on how it does it uses an array first places dirt using an auto-tile rule to properly shape the dirt on the Ground Tile Map. By shaping I'm referring to rounding edges, vertical shafts and ground covering depending on if there's no block around its surrounding area (aka the auto-tile rule). Second, any generated caves are filled with a black tile onto the Cave tile map. Third is where the ores are generated onto any existing ground tile placed.

With this design/parts background said, I found an aesthetic issue especially when the ores were placed, the auto-tile couldn't adjust. Seen here:

One need I'd like to accomplish is to have the light beige sand and vertical edging to apply overtop of ores.

The issue as I said earlier is I think that auto-tile rules are not aware of different tiles that are not part of their auto-tile rule or other tiles on different tilemaps - feel free to correct me if I'm wrong please.

#

The only current idea I have at the moment is to have an auto-tile map that only has tiles that contain transitionary surface dirt and stops where solid dirt begins and would be transparent for everything else on the tile. Then draw behind these transitionary tiles either ore or solid dirt. The transparency would ofc allow both tiles to appear as one.

example - a = current tile I have; b = transitionary/transparent tile; c = b on top of a full ore tile; d = b on top of a full dirt tile.

I haven't pictured in my head all the issues that are probably going to come up like rounded corners that will probably have the tile behind it show so probably going to need an auto-tile for that too.

Anyway, this is a brainstorm I'm having to again seek advice.

I do wonder if there is a way to export an auto-tile rule into c# code just in case I can somehow merge dirt, cave and ore onto a single tile map - please let me know if this is possible.

Comments/feedback very welcome - ty!!

misty lantern
# azure sinew idk why this happens not even the materials get imported correct

I'd have to presume you did not manage to confirm the normals are facing outward
Note that automatic recalculation may fail with some meshes, and that blender by default conceals face orientation
Note also that blender's shaders from the material editor cannot be imported, and that textures do not import automatically

lilac crypt
#

hello dear humanz! i will start posting my devlog tomorrow, but for that i need a poster. i've designed this one, but i feel like something is off with it. i would gladly appreciate if you could provide me a feedback and your opinion on this poster. thank you!~
and if you are interested in the topic of mental health, asylums and puzzle adventure games, be sure to follow the devlog on my itch.io: https://aclypse-ace.itch.io and kofi: https://ko-fi.com/aclypse

ivory helm
#

not sure if this is the right channel for it, but I have a chibi character whose sprite turns out really pixely and choppy during rendering.. how can I fix this?

#

you can see how the outline looks a bit deformed, and sometimes the facial expression of the character, which is limited to thin strokes, is barely visible...

ivory helm
lilac crypt
ivory helm
#

as for the art style, i really love it

lilac crypt
ivory helm
misty lantern
storm crown
#

someone know how I can find pixel art artist ?

misty lantern
#

@digital lion @storm crown !collab

lilac edgeBOT
misty lantern
snow pagoda
misty lantern
fluid oak
#

At the end of the day, the logo says 'JvkweLLC JinsΨuTEC' and making it blurry doesn't make it clearer. UnityChanThink

west apex
#

Hey, new here and also new to Unity. Not new to C# - Anyway I'm having a really hard time centering my gizmo so when I rotate the card it's not in the center. Pivot is set to 0.5x and 0.5y which is what should be the center to my understanding. Am I missing something?

(also sorry if this is not the right place)

#

Uhhh it seems like it's because of the children? If I remove the text the gizmo moves back to the center - but that seems odd to me since the gizmo should be attached to the parent, right?

glacial vector
#

You have it set to centered, not pivot

#

The shortcut is Z so it's easy to press on accident

west apex
#

That seems to be it, but it doesn't seem to fix my issue. If I hover over the card when it has text, the hover is very off. I can be half a card to the left and it will still highlight it yellow. Once I remove the children, it does work.

glacial vector
west apex
#

It works to desire now, so thanks for that already, though peepohappy

glacial vector
#

The yellow box is the textmesh pro padding, you're right it's the white lines that matter

azure sinew
misty lantern
azure sinew
#

i think recalculating normals. importing works just fine

#

its the only model where you see the model from the "inside"

misty lantern
azure sinew
#

how do i change it?

misty lantern
#

Ensure the mesh is manifold meaning fully enclosed and with no overlaping or zero-volume geometry

#

Or enable face orientation view and flip all the necessary faces manually

azure sinew
#

in unity?

#

or in blender

misty lantern
azure sinew
#

yeah and i changed the settings but this didnt help with the problem it just made it worse by flipping it in blender too

misty lantern
#

How does your mesh look in blender with face orientation view enabled

azure sinew
#

face oriantation mode?

misty lantern
azure sinew
#

what does red mean?

misty lantern
azure sinew
#

ok?

misty lantern
# azure sinew ok?

You are meant to flip the backfaces into frontfaces when viewed from the outside

misty lantern
azure sinew
#

ok

#

tysm it finally worked

heady needle
#

Hey so I’m learning to do modeling in blender rn, basic low polly stuff, and I was wondering, if I wanted to have a character creator in my game, In that case would it be best to make each, face/body/hair preset a different model for that or should I make whole characters? (I’m just testing out how to make a character creator rn and I wanna know how to split up my models)

azure sinew
#

idk but i think its better to model everything seperate bc if you have many different hairstyles, body parts, shoes etc, it would be a crazy ammount of single models if you have to model each combination

hollow tusk
#

how is someone supposed to rescale an asset without losing the quality of the textures?

#

I edite the the textures in a photoshop app and scaled them but when I use it on the object it looks awful even tho I scaled it by the same amount

heady needle
hollow tusk
#

I can't find the main map in inspector

west apex
#

Am I correct saying 1 Unity unit is 1 Meter?

#

Because it doesn't feel like a plane is following these rules

misty lantern
west apex
#

Oh I see, thanks

misty lantern
fluid oak
hollow tusk
misty lantern
wraith loom
#

If I chose to import materials in any way - Unity shits in the material search window with all the clutter materials created during the import that use default shader which is useless to me. So I need to remap them on each newly imported asset.
However, if I chose to not create materials during the import, unity... assumes that I mean "this mesh doesn't need ANY materials at all" >_<
Is there a way to disable new material creation but leave the ability to assign materials to material slots in the mesh? T_T

lapis elk
misty lantern
#

iirc material slots are preserved on import even if they have no materials in them and you set no materials to be imported
Material slots are internally "submeshes", so separate pieces of geometry

#

Then you can assign any material you want in the mesh renderer

wraith loom
#

So I digged around about import postprocessors and made them to go halfway to what I want, namely finding already existing material in the project, copying everything from it and creating a clone version of it in the AssetPostprocessor.onPreprocessMaterialDescription(). But now I wanna try, in order to get rid of the "excess materials in the mat finder" problem, to actually replace the newly created clone material with the original, but it doesn't seem to work despite the "devlog" function firing, indicating that script does work and reaches that step of execution. What might be the issue?

    public class FBXAssetMaterialReplacer : AssetPostprocessor
    {
        private void OnPostprocessModel(GameObject g)
        {
            Renderer component = g.GetComponent<Renderer>();
            if (component == null) return;
            int materials = component.sharedMaterials.Length;
            if (materials <= 0) return;
             
            for (int i = 0; i < materials; i++)
            {
                string matname = component.sharedMaterials[i].name.Replace("(IMPORT CLONE)", "");
                string[] foundMats = AssetDatabase.FindAssets(matname);
                if (foundMats.Length > 0)
                {
                    foreach (string asset in foundMats)
                    {
                        var a = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(asset));
                        if (a != null && a.name == matname)
                        {
                            component.sharedMaterials[i] = a;
                            DevLog.Log("orig mat found");
                            break;
                        }
                    }
                }
            }
        }
    }
#

Namely, it seems to find the original material just fine, but it seems that it doesn't replaces material listed in the renderer.

hollow tusk
#

How do you import a file from blender as it is because rn my house is not visible from the outside.

obtuse oyster
keen moss
#

Guys idk where to put my problem but i have few slider when i change resolution 2 of them i can't interact with them

hidden yoke
#

you guys think this zipper look bad?

obtuse oyster
trail nest
#

How can I get a similar effect in unity like I got in blender? Here are the two current states(left is blender, right is unity):

molten fog
#

if im designing a pixel art background what should i make the dimensions?

small fiber
molten fog
violet walrus
#

there is not standard for pixel art, and some games kinda mix things up

#

best to look for examples of the look you want, and research why they were doing

molten fog
#

okay, thank you

graceful parrot
#

guys the tilemap gets a tear in it in different places when running the game how do i fix this

#

when the player jumps and falls back to ground the tears appear then disappear

fluid oak
#

You'd either set the skybox to that cubemap, or use a different shader that allows you to pick a fake reflection souce.

trail nest
misty lantern
mystic orbit
steady marsh
#

im trying to make my first game with unity and got to importing assets before i had to stop because i didn't know what to do. i downloaded the assets but, even if i drag and drop the files, it wont show up on the project section

fluid oak
#

Add furniture πŸ˜›

mystic orbit
#

ye i fixed it its just a test map

#

for main game

fading oar
ivory helm
ivory helm
# hidden yoke

zippers typically don't show too much, and they go all the way up, sometimes not all the way down though as yours is

ivory helm
#

by dont show too much i meant they're like, you know, small

fluid oak
fluid oak
ivory helm
#

i'm going to try setting my max texture size to 8192 then

#

unfortunately it's still pixelated.. also my sprite size jumped from 8mb to 78.1mb...

fading oar
#

also the wheels colliders are a bit forward of the mesh when i play it

fluid oak
ivory helm
#

oh yeah i am, but last time i did bilinear it didn't change anything so I thought it didn't really matter, but I'll pair it with the 8192 thing

#

as for the size...

fading oar
#

sorry

ivory helm
#

unfortunately, even bilinear paired with 8192 didn't work...

fluid oak
#

There's rarely a reason not to use the highest filtering if you're using filtering at all.

#

Are you using a pixel perfect camera?

ivory helm
#

yeah, it's 1920x1080

#

and here i thought higher resolution images would render better.. but...

#

when i zoom in, I get these pixels

#

he's at 0.1 size, the authentic size is like 0.03125

#

or is it

#

yeah it is

fluid oak
#

Pixel perfect camera snaps pixels to the grid rather than smoothly filtering them. It isn't designed for smoothly scaling giant sprites.

#

It is meant for chunky pixels, and that's what you are getting.

ivory helm
#

is it this external component that needs to be added? I haven't added a pixel perfect camera

#

so it must be something else after all...

#

i'm also using URP

fluid oak
#

Because that's what zoom does

ivory helm
#

but even if I neglect the Scale thing that pixelates my things, and I build my game and try to render it as usual, it still ends up pixelated.. lemme get a screenshot

#

let me try rendering without URP

#

didn't change anything..

fluid oak
#

Do you have mipmaps disabled?

ivory helm
#

where can I find that setting?

fluid oak
#

the advanced settings you have collapsed in the texture inspector

ivory helm
#

yep, I do have it disabled

fluid oak
#

you can try enabling mipmaps, and also enabling trilinear filtering. Since you're scaling your sprite down so much, you really should have mips enabled.

#

Disabling mips is only for sprites that will always be shown full size

ivory helm
#

I see...

#

mip maps..

fluid oak
#

Really, you should also probably make your sprite a more reasonable size

ivory helm
#

Oh boy

#

oh yeah i can probably compress the sprite

#

but it looks incredibly smoother

fluid oak
#

It looks like your texture settings were set for UI or something

#

So you might wanna look at your defaults if you're gonna have a lot of sprites like this

ivory helm
#

i don't mind manually setting it, since i'm gonna be importing textures like this alongside some UI

#

thank you so much

#

now I can have smooth boys

fluid oak
#

I definitely suggest looking up the guidelines for texture sizes and compression. There's a lot to cover but it is worth reading.

ivory helm
#

found a good article, thank you!

pine nova
#

anyone know how to add legs to a model in unity

misty lantern
lime charm
pine nova
#

trying to get red of the legs and put theses in its place

misty lantern
misty lantern
#

You'll want to get on that, then

pine nova
#

iv been searching up videos but havent seen anything

#

and im not trying to go into blender

misty lantern
# pine nova and im not trying to go into blender

Rigging usually happens 100% outside of Unity, in modeling software
If your character is made of mechanical parts that are separate models, then it's possible to parent them to empty transforms representing the armature bones, and parent those bones to each other to form the armature hierarchy, thus the rig
But I believe you'll find the tools within Unity rather limited
If this is for a vrchat character or something similar you'll want to ask on the proper channels for that

livid lava
#

Hi, has anyone an idea for that. I have a cloth simulation on my character. If the object is one-sided the simulation works but i can see through the inner side (like it should be). If i make it double-sided the object is visible all the time but the simulation is flickering a lot (apparently because of the double-sided mesh). What is the right approach here to make the cloth visible from both sides and the simulation working?

misty lantern
#

In my mind simulating and rendering should not be able to affect each other

livid lava
misty lantern
#

!collab

lilac edgeBOT
short jackal
#

i'm trying to figure out how to put a unity model into blender

#

someone help i feel dumb

lime charm
short jackal
final mulch
#

Here is how pixel size looking on Windows and on Unity. I'm checking file on photoshop 2088x1368 image size is correct. But in unity it shows different how to solve it?

misty lantern
#

Weird means any width or height that's not a power of two value
It'd be best to crop or expand the empty space around the texture to make it fit such dimensions

foggy vessel
#

when i import my pixel art and set point to no filter it messes up my pixel art what can I do

glad bone
#

And again, we can only assume what you mean by "messes up my pixel art"

#

Show some examples and explain what do you exactly mean by that

unborn spindle
#

in blender, when I export to unity, the origin is different, how to keep the origin UnityChanThink

#

I found the answer, I need to change the export settings

#

I was using apply transform, I should untick it

misty lantern
#

As the setting's description says, it may change the rotation of the mesh to avoid unwanted orientations

unborn spindle
versed jacinth
#

From Blender export*, I only have 'Apply Transform' ticked for static meshes. I don't apply it for skinned ones.

But I do Bake Axis' after the mesh is imported into Unity

lapis elk
# unborn spindle in blender, when I export to unity, the origin is different, how to keep the ori...

i did a tutorial video for exporting from blender to unity with a bunch of troubleshooting you may face when doing it:
https://www.youtube.com/watch?v=v-dcBY1-YS8

In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.

If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...

β–Ά Play video
viscid cradle
#

Hii, i'm having a little trouble with the AQUAS Lite, I can't see the water's frontface, but the backface seems alright, any tips?

viscid cradle
unborn spindle
#

how to import images? when i import image, they all have the same scale in ui even if i imported the other as smaller

#

and when i scale them down, they look jagged

#

how to import something smaller and not having the same size as everyone? and how to prevent jagged lines

#

if ok UnityChanOkay

outer halo
#

This also assumes the canvas you're using is set to scale with screen resolution, and the reference resolution matches the resolution had created your artboard with (ie, 1920x1080 for example)

old steppe
#

how to stop unity from deleting my nonface vertices in my model when importing ?
i want to keep them

empty island
#

Good evening! Does anyone know why my blender fbx object materials are not all being exported. The materials I directly applied to a mesh are exported but texture painted ones are not

gritty raft
empty island
gritty raft
#

it literally gives you a warning messages that says Texture Painted Textures are not saved

empty island
#

do you have any example? vid/own project... etc?

gritty raft
#

not really. just look up tutorials on how to get FBX to Unity with Textures and it should be covered by some of them

empty island
gritty raft
#

you have to save the Image you Painted, then that message will not be there and it should transfer to Unity

empty island
empty island
gritty raft
#

then manually copy the Texture to Unity, into the Textures folder where the other ones are

#

ok

empty island
#

'No new files have been packed' it said this

gritty raft
#

did you ever Save the Image you painted?

empty island
#

this materials with color attributes are not exported but the normal ones are

gritty raft
#

those are not expected to export. you can recreate them in Unity though

empty island
empty island
#

i have to remake them?

gritty raft
#

yep, those are just a number in a color field,not a texture

#

you may want to use Vertex Painting if you are trying to avoid textures

empty island
#

ahahhahahaha πŸ’€ πŸ’€ πŸ’€

gritty raft
#

but yeah, AFAIK, those values do not transfer. it is unfortunate, as it seems it would be an 'easy' thing to program it to do

empty island
#

so to replicate this in unity is it easy?

gritty raft
#

yeah, just change the color slider to match the value you want

empty island
#

hmmmm... but how you mean that? how can i replicate this 'gradient' effect?

#

(the sqaures are case of edit mode πŸ˜‚)

gritty raft
#

Match this value to the color you had in Blender

#

that depends.. its that a texture/material you made, or is that just a default Blender view?

empty island
#

or vertex paint cant rembember

gritty raft
#

no, i do not think you texture painted, as the Shader graphs you showed me would not allow that. Vertex paint would be possible though

empty island
gritty raft
#

ok, so now you look up how to use Vertex Colors as Material ((or something like that) in Unity

empty island
#

y i tested right now and its a color attribute that i did in vertex paint

empty island
#

thanks bro πŸ™Œ πŸ’ͺ god bless ya uve already helped me in a lot of questions ahahah

elfin drift
#

hi, i think this is the right channel

i am trying to import a video with an alpha channel, and my file seems to be getting corrupted in unity

#

what i did was: render this animation out in Blender with the webm encoder, that has the VP9 video codec

#

that didn't work at all in unity

#

so i then converted it to a VP8 online

#

it looks brilliant in windows media, but is corrupted in unity

#

i've tried all of the settings in the transcoding, but none of those do anything to fix this

#

i also have this error message when i load the scene:

Color primaries 0 is unknown or unsupported by WindowsMediaFoundation. Falling back to default may result in color shift. Library/Artifacts/5a/5aa3033e45336c9c6df995898f634b93

#

can't really find anything online, so i hope someone here has an answer

sullen plank
#

HandBrake can be used to convert quickly.

elfin drift
#

I rendered it to VP9, and then converted it to VP8 online

sullen plank
#

That seems to be recommended for Linux, perhaps try H.264 instead

elfin drift
#

H.264 doesn't have one

sullen plank
#

Yea, that should work. Maybe the tool you are using to convert doesn't do it properly. Try downloading a working example somewhere and test with that first.

elfin drift
sullen plank
#

Already encoded file that someone used

#

like from a tutorial

misty lantern
#

<@&502884371011731486>

dense oar
#

What are possible reasons why an Image Mask would work in Game view but not in scene view?

#

Trying to google how to fix this but all the results are of it working in scene but not in game
My issue is the opposite, it works in Game but not in Scene

lapis elk
#

something is heavily wrong with the normals there PainSmile

elfin drift
#

it took me hopping through a dozzen hoops, but i did it!

#

you have to render it out in Blender with these settings: (+ check that you have film set to transparent in render settings)

#

then you have to convert that clip in Shutter Encoder with these settings

#

also, set this setting (enable alpha) on

#

and you also have to have quick time file importer installed

elfin drift
#

I feel like this is way harder than it should be

dense oar
#

What are possible reasons why this TMP text asset 's width isnt respecting its actual size?

#

Its within a horisontal layout group that should be setting its width to be flush to its actual element size, but its not setting it flush, and nothing I do is making it be flush, and I need it to be flush, and I cannot figure out how to make it flush, and it has to be

#

I dont know how to achieve what I need without mixing layout groups and size fitters, but those two elements cannot be mixed

#

but I know this CAN be solved because ive seen others solve it

fluid oak
elfin drift
fluid oak
#

Lucky!

unborn iron
#

I've been putting together a scene that uses Blender's particle system to scatter various rocks about the place, is it possible to export this scene with those particles so I don't have to manually place them all in Unity?

sullen plank
unborn iron
#

Aha, got it

#

although in my case I've got 3 small rock models I'm using as the particle, which I took from another blend file. Those rocks have been imported separately into unity already.

If I apply these particles as a mesh in the scene, how would the texturing and UVs work? Would it know to use the textures from these rocks that I have imported separately, or would I need to bake the textures again as if this whole scene is a completely different object?

sullen plank
#

From what I remember instanced things in Blender imported as instances (reusing material and mesh). Don't know about particle workflow though.

dense oar
#

What are possible reasons why a TMP text asset would change color between instanced prefab and scene view?

#

The vertex color value it doesnt isnt changing, its the same color, but its appearance changes when I go inside of the prefab vs. viewing it in scene

#

there is no post proccessing in the scene view

dense oar
#

change doesnt occur in a bog standard default scene, so its something about the scene it was in that is the culprit πŸ€”

#

when you go into the instanced prefab, the color becomes right, but only for the thing in instanced prefab

#

there's no scene light, no lighting param, nothing overlapping it, it makes no sense

fluid oak
edgy hedge
#

Hi all - I'm having trouble with a skinned model with 5ish blendshapes imported as an FBX. The models work fine in other software but when I import them into blender my sliders wont move at all. Manually entering a number or setting the blend by script makes the skinned mesh disappear entirely. The mesh was made in blender and works fine there. Has anyone run into this before?

#

I've fixed this problem before but it was a year ago and I completely forgot how.

#

only one slider works -- if i set the slider of one of them using the text entry field i can get the knob to disappear and my model to vanish with it

fluid oak
#

I've never had much trouble with them; do you have an animator overriding the values?

#

Or another script?

edgy hedge
#

Noo πŸ™ƒ. Happens outside of playmode and without an animator.

#

I think it's a bug in unitys importer but I'd like to get the blender end right.