#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 21 of 1

eager mist
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materials seemn broken when i import to unity

grim vapor
# eager mist materials seemn broken when i import to unity

first off, please recalculate your normals in blender using edit mode and selecting the entire mesh and doing ALT + N -> recalculate inside WHILE backface culling is enabled to the right of the viewport shading tab right dropdown menu, also to answer your question you need to UV unwrap your model and import the texture into unity and it should work

eager mist
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a notification popped uip, asking me to fix textures or normals, I clicked fix it... maybe that broke more?

grim vapor
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most likely normals, since your model is missing some

eager mist
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ok let me see

grim vapor
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to fix that do what I said above

eager mist
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I did the ALT+N

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the uv wrapping ...

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if this is all I did that

grim vapor
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you would first open the UV editor in a secondary window and select your entire model in edit mode and SHIFT + U and press smart unwrap

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then apply textures in blender using it make it look how you want

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then import the image texture from the UV unwrap and import it into unity

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you should probably use a blender tutorial for this, as it is better for you to see than for us the bicker back and fourth

eager mist
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shit U does nothing]

grim vapor
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you have to combine all of your models in object mode using SHIFT + J I believe it was, or it was just J

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I forget the hotkey

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but make sure all of your models are modeled how you want before you do, you can make a copy in a new collection if you need to

eager mist
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they are all inverted now

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for some reason

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in blender

grim vapor
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recalculate them again

eager mist
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i loaded backup

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in blender it looks all fine

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so must be in unity

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how they are imported

grim vapor
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I have not messed with normalmaps yet so I cannot tell you how its done, but you would just export your image from the UVwrap, there should only be 1

eager mist
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this is what happens if i extract textures from fbx in unity

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shouldnt there be many?

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uv maps

grim vapor
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if you combined the models into 1 mesh, and UVunwrapped it and exported the UVunwrapped image into unity there will only be 1

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or you would have to UVunwrap every model and get every models texture from the unwrap

eager mist
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but then I can never do any changes to the objects anymore

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bc it's merged

grim vapor
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I would recommend finding a tutorial on how to properly make a UVunwrap and export it as an FBX into unity

eager mist
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i import file from blender

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things are inverted or materials nto displaying correctly]

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why is that?

grim vapor
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you need to select the models in edit mode that are inverted and recalculate the normals to the outside, with backface culling enabled

eager mist
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but they look normal in blender

grim vapor
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with backface culling enabled

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and also do that on the materials as well

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if your shade viewport is in shaded I believe it was

eager mist
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is this related to face orientation?

grim vapor
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yes

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I dont use it though because I just like seeing them invisible

eager mist
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i dont see backfacea calling

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did the menu change?

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there is a gear button

grim vapor
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if your viewport shading is not in rendered or material preview you do not need the backface culling on the material

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I would enable backface culling from here though

eager mist
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2 faces are still red

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rest switched to blue

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when pressing shift+N

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in edit mode

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I used a utube vidfeo to help out

grim vapor
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that is the back face if you go inside the room it should be blue

eager mist
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but from outside still red

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that is an issue

grim vapor
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can people walk and see in from the outside?

eager mist
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no but i want it to be visible from outside

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to learn

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how to do glass

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from both sides

grim vapor
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then add a new face there

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and do the same thing

eager mist
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why so complicated?

grim vapor
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what is

eager mist
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isnt backfacing exactly to show 1 mesh from both sides

grim vapor
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backface culling is used to see invisible facing for your model, usually when this model will go into a game engine or any software that only renders 1 side of a face

eager mist
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ah true

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look

grim vapor
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you can add a new face by selecting the 4 vertices and pressing F

eager mist
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so many issues

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with objects

grim vapor
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then fix them

eager mist
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I have to manually some how select the red surfaces??

grim vapor
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by selecting the faces themselves

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in edit more of course

eager mist
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I had to use face

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mode

grim vapor
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yeah I showed you the modes

eager mist
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and select inside

grim vapor
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also if you are not supposed to be able to see from the outside in, you do not need every face to be seen

eager mist
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what did it do?

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fix it without me having to shift+n?

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I have backface culling on, then still saw red faces , did shift+N, and this is the result:

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still red faces

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also there shoiuld be something to not let this happen in the firts place

grim vapor
# eager mist

why do you have multiple models you have to combine them then recalculate normals to the inside, then select all of the faces that do not look correct and recalculate them to the outside

eager mist
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why combine?

grim vapor
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so you can UVunwrap the model correctly and so you can recalculate normals correctly

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you can make a new collection with all of your unseperated models if you are worried

eager mist
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can u show me how it's done?

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I select all meshes then ctrl+j?

grim vapor
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yes

eager mist
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but then I can never seperately edit them?

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like moving meshes

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individuyally

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in case i need to change s omething

grim vapor
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you can do P in edit mode and press by loose parts to make the normal again

eager mist
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ok i try

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how do I deselect:?

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ctrl doesnt work

grim vapor
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CTRL + click

eager mist
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doesnt work

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u have to

grim vapor
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double click

eager mist
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double click it

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yes

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ctrl J does nothing

grim vapor
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you have to have an active object selected

eager mist
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arent they all active?

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I see the problem'

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when I deselect an item it switches the active object to that deselected item

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that is a oproblem

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i combined them but 2 meshes r still in the other collection folder

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i think l.ights

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ok

grim vapor
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you can just drag n drop the mesh back in

eager mist
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i see

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it's better but not perfect

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I pressed shift+N

grim vapor
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go into the backface culling mode to see if your models are invisible, everything you do not want to see the inside on you need to recalculate the outside

eager mist
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i cant select anything an ymore

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except the dots

grim vapor
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you are in face select mode

eager mist
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but it doesnt select faces

grim vapor
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are you dragging the select box or clicking

eager mist
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clickingh

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iot shows these dots

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i didnt have them before

grim vapor
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those were always there only in xray mode

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oh you are in xray mode

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you can turn it off here

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its useful for selecting multiple faces through eachother

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you would want to box select for that though

eager mist
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thats why

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i can only invert them

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like this

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if i click shift N it doesnt fix it

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ther eneed to eb ean easier fix

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I cant fix every leaf

grim vapor
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well for the leaves its tricky you would probably have to export them separately with the pot as a model and use the shader graph to make both sides visible, I do not know how to use the shader graph though

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you should probably fix your other models as well as they still have the wrong face orientation

eager mist
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damn

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this is ridiculous

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so next time I impoirt the objects rather ijnn UNity then in blender

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that wouldnt cause this issue

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only import the room

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from blender

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I didnt know this is so bad

grim vapor
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you could do that, and its not bad, I probably shouldn't have said combine every single model into 1 πŸ˜…
instead I should have said combine the main model objects into 1 and the secondary model(s) objects into 1 secondary model for each secondary model.

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usually people will export the main model with the correct textures then export secondary models as well then just place them in whatever spot they like

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so you could separate the mesh using P in edit mode (while having it selected) and then just UV unwrap the room and all the other models with the correct face orientation then export to unity, but you will need to combine all of the objects for said model into 1 so its easier

eager mist
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but the issues will remain

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wont they

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I guess the tutorial wasnt good

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im not understanding all u say

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im gonna abondon this project for now

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since it wastes too much time

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to fix the issues

grim vapor
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what, literally all you have to do is make the normals the correct orientation and UV unwrap it

eager mist
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i dont know how to do that, I followed ur steps and they didnt work

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I shift N, I combined...

eager mist
grim vapor
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read my previous message

eager mist
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the leaves

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i cant make them normal

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if i invert, they show the other wrong direction

lyric flume
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How do sprites work now in 2.5D and Unity 6.0? Why are they now rendered above the 3D models, right?

eager mist
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whjat do i do now?

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the objects i impor twill still have the same issues

grim vapor
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so the room itself is the main model, the furniture, pots, etc are secondary models, you will make separate them from the main mesh like I said and UV unwrap and orientate the normal's correctly on each one of them, then just import the room and all of the assets and place them wherever you want in unity

eager mist
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ok first now i have problems seperating

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it is creating new cubes

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isntead of just seperating everything

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it;'s just duopl,icating cube wiht 43 materials in it

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pressing P

eager mist
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I think i did UV unwrap before

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it didnt do anything

grim vapor
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so you are selecting the entire room, no secondary assets, correct?

eager mist
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no

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nothing else

nova fractal
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Hello
I create a 2D game with a draw design.
I wanted to know how did I need to considered the resolution of my differnts designs. Like, if I create my player design with a resolution of 600 x 1200, is it worth or it will be take performance for nothing ? I'm little lost with that

eager mist
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it doesn othjing

grim vapor
# eager mist I clicked unwrap

if you are solely selecting the main room you would combine that then go into edit mode and do SHIFT + U while everything is selected and press smart UV project then while an additional texture paint window is open, then with all of your materials just assign or paint whatever you want on them to each face and wherever you want it to be then once done, export the new texture and save it as a PNG or something then export both the room and texture to unity and it should work.
there are tutorials that 110% explain things better than this and I would recommend looking at one or two.

tribal pivot
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it will take more memory and look worse if you make it big for no reason

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the image looks best if it is the exact same resolution as it will be on the player's screen

eager mist
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shift + U does nothing

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no additional paint window opened

grim vapor
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sorry not SHIFT + U, just U, also the smart UV project does not open the window automatically

eager mist
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how do i open that texture paint window?

grim vapor
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drag at the very top left of this screen and drag it right to make a new window, then just make it the texture paint window

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I would suggest looking up a tutorial on how to UV unwrap as it can be tricky sometimes

tribal pivot
eager mist
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ayes

tribal pivot
tribal pivot
eager mist
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shift N?

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no

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the problem is

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i cant do this for every single object

grim vapor
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they also wanted to know how to UV unwrap

tribal pivot
eager mist
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bc of leafes

grim vapor
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I told you how to fix that

eager mist
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sounds complicated

tribal pivot
eager mist
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how do I fix trhe materials?

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why dont they work?

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in unity

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I exported the textures since this usually fixes some materials

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but i get this error

tribal pivot
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the textures must be marked as normal maps

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clicking "Fix now" probably does it automatically?

eager mist
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i dont get it

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whyh is the material using teszxtures as normal maps

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when they arent even marked as normal maps

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?"??

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are these all normals?

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i just click fix

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so many issues, horrible

fallen dove
# eager mist so many issues, horrible

Things will continue to be horrible if you don't learn the basics about what are textures, UVs, normal maps, baking, materials, shaders, etc. The problem is NOT the tools, as evidenced by the millions of creative people out there getting things done without issue.

eager mist
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im watching tutorials

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they dont teach all

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the one i watcherd didnt teach this

fallen dove
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Learning takes time. These are complicated things you're trying to do. There are no quick fixes or tutorials that show exactly what you're trying to do. So you'll need to figure it out piece by piece. For example, do you understand what a normal map does?

eager mist
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complic ated?

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shouldnt be

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imagine importing an entire city

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there shjould be a quick fix

fallen dove
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You don't even understand the problem, how could you fix it?

eager mist
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how do i fix this?

grim vapor
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you are trying to access a camera but its destroyed

eager mist
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I do not code

tribal pivot
eager mist
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i deleted it

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but no

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the vrc descriptor wants it

sullen plank
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@eager mist VRChat questions go to VRChat server. You seem to be having constant problem finding appropriate channels and servers.

eager mist
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when I import into Unity I cant see floor

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even though it is visible in Blender

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what is going wrong?

grim vapor
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visible with backface culling on?

tranquil palm
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the blue tint indicates that's the right face up

grim vapor
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Blue means front face, red is back face

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if the floor is just a cube then it is in the right orientation

eager mist
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floor is a plane

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idk if backface culling was on

steady jackal
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Tryna fix up the UI, issue is the spacing's uneven between the three buttons.

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All of them are the same size + height

eager mist
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why is mesh collider not working

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i fall through floor

uneven tinsel
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big boat

eager mist
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how do i see the box >?

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whjite liens

eager mist
uneven tinsel
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a lot of references and program called Piskel, its gonna be a decoration piece for a platformer background

eager mist
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how do u make a ship?

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I see

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I've made a ship like this myself a while ago

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it wasnt as good as urs though

uneven tinsel
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black outlines to get a rough shape of your ship, basic color fill and then work in the details like shading and windows, rope, flags, etc.

uneven tinsel
eager mist
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ofc, it's AI generated

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πŸ™‚

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interesting

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is this program specifically for this type of images?: @uneven tinsel

uneven tinsel
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yea, can use in your browser or download it. its free, but is pretty limited on tools. can do animation too

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I used it to make stuff for this in unity

eager mist
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1987 games

zenith gate
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How do i make the collision more accurate to the building

misty lantern
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In isometric perspective the roof of the house is not expected to stop objects moving behind it, after all

zenith gate
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Thankyou spaziii

opal siren
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hello all, i have a question about assets size when importing from PSD. so i have this hair asset that was too big for the map so should i decrese this hair via
Pixel Per Unit from unity? or should i just decrese the size on PSD. which one is the recommended?

misty lantern
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Which one is better depends on whether you think you need the extra resolution or not

opal siren
misty lantern
# opal siren i dont need an extra resolution, so if im correct, if i want to make the charact...

Can't totally understand what you're describing there
PPU determines precisely how many sprite pixels are in one unity unit by length or width
It's used to enforce a consistent (or controllable) resolution between sprites
If you want to change a sprite size, you can just change the sprite renderer scale if you don't have a compelling reason to change either asset resolution or the PPU

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No need to "play around" with PPU

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One thing PPU can be used for is to determine exactly how many pixels on screen your art will be
But that requires also setting the camera size relative to user's screen resolution

opal siren
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I see that make sense i got confuse when reading the article i search on google, thank you so much. Have. Agreat day

misty lantern
glossy sandal
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Hello! I'm working a Unity asset for creatingcolor palettes and make them easily accessible from code. It's a really simple thing but I'm considering expanding it. Is there any notable software, file type or online tool hat would be worth integrating in my tool?
On top of my head I'm thinking about https://lospec.com/ and magicavoxel
Is there anything like a standard color palette tool in the industry?

eager mist
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is there an easy way to make this in ubnity

outer halo
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You wouldn't "make" that in Unity, you would import it as a model and a texture.

eager mist
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ddamn

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is there no tool for unity where u drop ur images into slotws

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th8is is bad

outer halo
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I don't even know what that means

eager mist
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premade cards

outer halo
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If you create a model, and UV it, and put a material on it, it will respect those UVs

eager mist
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u drag ur images onto the card slots

outer halo
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No? That's not how 3D modeling works

eager mist
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a plug in could do that

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like a ready board with blank cards on it

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that u can move

outer halo
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Okay, so use the plugin?

eager mist
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and put on ur own iamges

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find me one

outer halo
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I'm not your babysitter, so no. I know you won't find one, because that's not how 3D modeling works as mentioned above.

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You could also look into use Decals if you just want to put an image onto a surface of something, but it will be completely flat. Which may work with cards on a board.

eager mist
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idk understand whaty u dont undrerstand

fallen dove
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Decals is what I thought of right away. Model the board, project decals. But only if you want to make it modular. Otherwise, just model the whole thing like that.

eager mist
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yes modular

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so i can easily change it at anytime

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without having to go into photoshop

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and reimportiong

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too much hassle

misty lantern
tribal pivot
# eager mist too much hassle

just make it so each picture on the wall uses a different material and then you can drag in photos onto them inside unity, if they have the right size. but for that to work you'd need to model this in blender first and assign proper UVs

eager mist
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I see

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how do I turn off shadow of my avatar?

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the point lgihts are creating shadow in real time

misty lantern
lilac edgeBOT
eager mist
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eh no?

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it's unityu question

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like how lighting works

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can u not refer me to other servers?

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thx

outer halo
outer halo
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The MeshRenderer component for your object, find those properties and change them

misty lantern
eager mist
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why arent my light probes working:?

misty lantern
eager mist
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someone knows?

grim vapor
twin inlet
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Hey do you have a solutions for taking a materials by QuixelBridge Megascans and import this in unity ? Thanx you for answers

strange vine
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i keep seeing these same/similar character models in these simulation games like TCG Shop Simulator and the whole lot of grocery store simulator. Does anyone know if or what asset pack/tool they are using?

fluid oak
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Check the credits?

strange vine
eager mist
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it isnt horizontally rotating

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how do i fix this?\

eager mist
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fridge has bones by the way

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but the bones are anchored high

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and i dont knopw how to move the mesh via bones

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swithcing to global hel.ped haha

fossil shadow
hoary kindle
# eager mist fridge has bones by the way

Making skinned mesh for a fridge seems like waste of resources. Why not just have the door be separate gameobject? I would only use skinned meshes for deforming objects, this one seems to be very rigid though.

robust yarrow
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I am sorry if my question is extremely vague
But how do people make extremely big assets in unity without loosing texture quality?

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I am looking at old games assets from Nintendo and fail to see how these textures were generated for these very ugly UVs

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What is the workflow for achieving this?
With only a 256x512 texture?

woeful lotus
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Anyone know an easy way to get Unity to stop importing all gltf models (from Quixel) with double-sided turned on in their material?

fluid oak
woeful lotus
robust yarrow
eager mist
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in blender it shows as one mesh

hoary kindle
fluid oak
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Eh, it sounds like optimization is the least of pika's issues right now.

hoary kindle
# eager mist

I would generally use skinned meshes/bones only for models that needs to bend like characters and stuff but if it is low poly enough, it might not even be slower than individual parts. Especially if there's many of similar objects, the amount of draw calls would become bigger problem

eager mist
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yes

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bones no need, when u use pivol point to rotate

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unless it ocmes wtih animation

zenith gate
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Can some one helpme with a layer issue where the player is clipping through? I tried adjusting the layer of the tree but then the trunk of the tree sits on top of the player

spring marsh
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Hello, excuse me

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i wanted to ask something regarding game assets

misty lantern
spring marsh
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this is dumb but, the program that i am using for them allows you to input a printing resolution

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and i wanted to know if i should also change that to 72 or if itΒ΄s ok to leave it at 300

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i donΒ΄t know if that will impact the weight of the assets or not

misty lantern
spring marsh
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yeah iΒ΄m using sai to make a tileset

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thank you!

misty lantern
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Dpi is just a different way of calculating what the image resolution should be given a specific size in real world measurements

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But game assets don't benefit from those measurements

zenith gate
spring marsh
misty lantern
opal siren
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hy i tried to make a bone in 2D using skinning editor and im wondering why there's no bone influence in here?

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i want to remove an unnecessary bone that collide with each other.
Solved : it turns out i need to double click the sprite...UnityChanOops

young temple
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Hi, I am a (very) beginner game dev. I have a blender project where I have projected a texture onto a simple mesh (i think that is the correct terminology). I am now trying to get this object into unity. I am exporting this object as an FBX from unity and import into unity. The texture however is not showing up in unity

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I am not a 100% what the correct work flow is here. Could someone point me in the right direction or a link to tutorial or something?

fallen dove
misty lantern
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I would rather just import the texture separately than go through the trouble of first embedding it and then extracting it back out
But it's up to how you prefer to do
I see the texture is there already
So it really just needs to be referenced by the material that the mesh is using
Having it in assets/textures/ folder usually finds the reference automatically with embedded materials

fluid oak
nocturne summit
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Hey sorry not sure if this is the right channel to ask, but me and my brother are making our first game and are wondering about making the map. What is made in blender and what is made in unity? Obviously the buildings and all that would be in blender, but we’re not sure about terrain layout and stuff. Especially for like a town with sidewalks and everything

grim vapor
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it will make your like way easier if you test in unity and then make detailed models in blender

misty lantern
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Unity has the Terrain component for making terrain specifically, but it doesn't have to be made with that

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ProBuilder lets you build level geometry directly in the editor, but it's a much simpler tool than blender, for better or worse

tribal pivot
# misty lantern Everything could be made in blender

are there any downsides to making everything in blender? for example, then you would need to have everything in your level a separate model, and you will end up with a LOT of models in your project, each of which you use only once. how would unity handle that?

misty lantern
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If you have the same mesh used in multiple places, you can use "linked" duplicates in blender which will automatically share the same mesh data even after exporting

tribal pivot
misty lantern
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Nothing really more efficient about it
Besides regarding workflow, as no export/import is needed

tribal pivot
misty lantern
tribal pivot
iron loom
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hey there, i've just imported a model from blender into unity and set it all up with collisions etc. I imported it as a .blend file instead of a .fbx, but have only just realised after working on it that the animations have not imported over. do i have to use .fbx for the animations to come with it, or is there some way to get the animations into unity with just the .blend file?

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the animation i want to use is a constantly looping one

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is there a way to replace my model with a new fbx without undoing the work i've done with it thus far in unity?

misty lantern
misty lantern
iron loom
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this doesn't happen when i import with .blend

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the fbx is 60mb large

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it also took about 30 mins to import

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the blend file (top) seems to be significantly smaller than the fbx file, which is weird

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i wonder if it's due to the model having several animated parts

misty lantern
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I think that hang up and the message may have something to with how the editor serializes large files

iron loom
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the model uses several things i can probably just seperate into their own models and use as prefabs, so gonna try that (it's the model for my environment)

misty lantern
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Exporting the fbx as binary rather than ascii would make it quicker to read, and maybe stop the editor from freezing

iron loom
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cause it's unusable as is, i'm trying to delete it from my unity project now and it's been 20 minutes 😭

misty lantern
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How much stuff was in the file?

iron loom
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not a huge amount and it's all low poly, but if animations take up a lot of space it's understandable

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honestly it's probably me being a silly billy and trying to skip a few steps, the environment uses several trees with their own animations for moving in the wind, but i could just seperate those trees and place them in unity instead as prefabs

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idk if that'll help but

misty lantern
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Likely
Especially if they aren't sharing mesh and animation data in the file

iron loom
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not sure if they are, it is the same object duplicated several times and then just scaled, so idk how blender handles that

misty lantern
#

Depends if they are duplicates or linked duplicates

#

And maybe also if they are animated in world space or in local space

iron loom
#

hmmm okay i'll look into it, thank you

#

a lesson learned

misty lantern
#

If the animation overrides the tree's position in world space, each would need a whole different animation to be animating in a different position

iron loom
#

is there a way to get unity to update models in real-time with blender? so if you make changes in blender and save them they're reflected in unity; i tried out godot and noticed you could do it in there and thought that was insanely helpful

misty lantern
#

Having everything in one blend file is a bit of a workflow nightmare since you need to update the whole file to update any one part of it

misty lantern
iron loom
#

oh okay neat that's good to know thank you

misty lantern
#

Unity already moved away from .blend and is moving away from .fbx towards .usd

#

There's some promise it might fix all the gripes with fbx and maybe even add new QoL features like live updating

lilac violet
#

so i imported a model from maya but it seems like the left and right, even though i used the same material on it, the output is different

#

how can i fix this? im really new on this 3d stuffs btw

fallen dove
# iron loom is there a way to get unity to update models in real-time with blender? so if yo...

I’m trying an all-USD workflow today. I’m using a kitbash kit imported into Blender. Then I’m setting up all my lights, tweaking textures, etc. Then export the whole thing to USD location in my Unity project’s Assets folder. I’ll be trying out reloading the USD in Blender tomorrow, making changes to things like materials and then see if that updates Unity appropriately.

cyan sigil
#

Can you please tell me if it is possible to quickly switch between Blender and Unity? For example, I make a basic shape with ProBilder and throw it into Blender, then edit, save the project and that's it, without constant file swapping. Please tell me, is this possible?

grim vapor
#

you need to export and import the file into each software so each software can actually draw it correctly, I do not know if there are any software's/plugins that automatically do this (probably not), what are you creating with Probuilder that you cannot make in blender already?

acoustic pollen
#

is it better to import animations for 2d pixel sprites as seperate .png's or spritesheets?

cyan sigil
iron loom
#

i imported a model from blender into unity, but changing the scale of it is instead changing its position and not size

#

here is the model's hierarchy

#

changing the scale of "AnimatedTree" changes its position and the other two does nothing

#

im probably just being v dumb

#

from what i'm finding online, because it has a skinned mesh renderer i can't scale it within unity?

#

that's bizarre

#

it's a tree, i want to be able to place and randomly scale them

misty lantern
#

As long as it's not a humanoid rig, though a tree is unlikely to be that

iron loom
#

huh, seems to be working now, it wasn't before

#

thank u!

hollow crow
#

Hey everyone, I am trying to import some character animations from Blender to Unity, but the animation of the cape, which uses blendshapes, is not working. The blendshape sliders appear in the Skinned Mesh Renderer, but when playing any of the animations, the cape disappears.

If I were to re-bind the blendshapes by hand in the Unity editor, it would work, but it's not very practical and I would prefer to know what's going on.

Someone else had the same problem (no solutions were given): https://discussions.unity.com/t/shape-keys-blendshapes-disappearing-during-animation-on-fbx-import/947675. I've tried everything this guy also tried.

eager mist
#

HELLO WHOLESOME People !!!!! Sorry. Okay so well I Just reminded that I was'nt alone on that world, and the tutorial, so now I really need a real person so answer me please.
is Unity can't do Blender stuff like editing the model as we want ? Thank a lot !!

outer halo
#

No

#

Unity isn't a modeling program

grim vapor
#

are you asking if unity can do everything blender can?

#

then no, but there is Probuilder to help you greybox maps

tribal pivot
worthy jasper
#

hello! i have a problem installing unity hub can someone help me i have had this for 30 min and i have already restarted my computer

iron loom
#

idk wtf i did, but suddenly my pure B&W game is no longer pure black and white

#

you can see it here in game view (particularly on the back of the hand)

#

and in scene view everything is blue when scene lighting is toggled on

#

i've checked and there are no lights that aren't pure white

#

i have been fucking around with shaders but (i think) i removed them

iron loom
#

(i figured it out, was my skybox)

surreal moss
vagrant cedar
#

For 2D assets should I be drawing them larger than I need them and scaling them down?

My assets get this jagged look when I scale them down.

north basin
#

For some reason my sprites do not correctly load in on some objects. In the screenshot there are 4 exactly same objects, apart from their position. Only one of them has loaded correctly. They are using vertex sprites.

spark burrow
#

Hello little question, with blender and unity. How do you get organized?

Currently: I apply all transform, I set up the blender axes to match those of unity. But what about multi-mesh objects, for example a piece of furniture with a drawer? Do you create meshes in blender and export them as a fbx and unpack the fbx in unity?

turbid epoch
#

Hey, I started unity recently and I dont have the view gizmo. Do you know how I can have it back?

spark burrow
#

@turbid epoch

turbid epoch
#

yep its activated

spark burrow
#

look at the little arrow to see if you've disabled anything?

turbid epoch
#

i tried to select the selection wire it doesnt do anything

tribal pivot
turbid epoch
#

yea its what I thought too

turbid epoch
#

so do you know why it does that?

tribal pivot
unborn iron
#

Not sure where to ask this, but we have some textures that are fairly large that are too big to go on GitHub. Was planning on getting a shared google drive thing going on, and just download the textures when they get updated and slot them back in the inspector. This seems rather tedious, so how do people deal with big art assets that can’t go on GitHub directly?

sturdy widget
#

Question for creating complex 3D objects:
What is the best way to make collider meshes when importing to Unity? I made a chemical beaker in blender and want to give it enough pieces of collider to make it roll on the floor and stop on the little tip, as well as be able to stand up on its bottom or top. When using the mesh collider in Unity, I'm assuming it attempts to make colliders using each polygon from when I made it in blender. The max polygon count for colliders in Unity is 256, but this sounds like it would definitly affect performance. Is there a way to lower the max collider count, or should I try making a simplified version of the object and importing it inside the mesh render as a hidden collider? Is this the best way to do it?
What is a good face count for a single object to be used in Unity if it is only for rendering and doesn't need collider geometry or scripts attached? How much does that change when the object needs to have colliders and scripts? Can I keep the rendered geometry a much higher poly count than the collider poly count?

misty lantern
misty lantern
# sturdy widget Question for creating complex 3D objects: What is the best way to make collider ...

It is a good practice to export meshes together with their collider variants
Collider meshes need no materials or other data besides the geometry, and you can very easily create decent ones with dissolve operations and the decimate modifier (be sure to name the objects and meshes in a recognizable manner though)
What polycounts are appropriate for rendering and how many for colliders varies wildly by project and target platform
Generally primitive colliders are better than mesh colliders in all situations

tribal pivot
misty lantern
tribal pivot
native inlet
#

Hi is there a way to have the built in blender edge cavity in Unity ? maybe a way to bake it ?

sturdy widget
outer halo
#

That looks as basic as you can make it? Anything less would not resemble whatever you're making.

heavy condor
#

Hello everyone,
I'm having an issue that i can't seem to find a solution for, with the import of a rigged FBX into a scene :
I have modeled this crab and rigged it. As seen in the 1st screenshot, all transforms of the rig and model were applied.

Then I exported to FBX, with Apply Transforms checked. The armature settings are :

  • Primary Bone : Y axis
  • Secondary Bone : X axis

When I drag the FBX into unity, the main model has its rotation set to 0, 0, 0. But the armature inside the model
is rotated, and shows -90, 0, 0.
Have i wrongly exported ? What's suspicious is that my model used to behave perfectly well by default, and only now do I have those
rotation problems

tired topaz
fluid oak
sullen scroll
#

hello could someone help me out in understanding textures in unity πŸ˜” the normals are very weird and she somehow seems very glossy (left) even though the overall look is supposed to be very matte (right). I've added textures to other objects in the scene and this hasn't really happened to any of them πŸ€”

fluid oak
sullen scroll
nocturne hollow
sturdy widget
#

Collider looks like this when I attempt to add it to the parent object, how do i fix it? i need it on the parent because of how other scripts work

coral maple
#

Hello all! Question about applying 2D sequences on top of 3D. What tool would you use to create a layer of 2D effects / 2D particles on top of 3D scenes, akin to Arcane style. What tool would you use for 2D sequences in general?

misty lantern
sturdy widget
misty lantern
#

Scripts rarely ever need to care about where Renderer components are in the hierarchy or what their transforms are, unlike colliders

sturdy widget
#

To fix this i added an empty that the script moves objects to after theyre let go, and will from now on make sure the collider portion of the object is always the parent to the rest of the object

misty lantern
sturdy widget
#

The way it grabs the object is by clicking and holding mouse button down on an object, which casts a ray that needs to find the collider, then it grabs the object the collider is attached to and moves it to the HoldArea so that when the camera is moved(when the player moves or looks around), it follows the holdarea position until it is dropped

#

When I was grabbing it before, since I imported the object from blender as the main object, plus a collider, it was in the hierarchy as an empty object with two children as the collider and the render. When clicked on, the script would steal the collider part only, not the whole object plus render, and move it to HoldArea, then wouldnt put it back after it was let go

#

So now since the collider is the parent to the render, it grabs the whole thing and moves it

misty lantern
#

Interesting solution

misty lantern
sturdy widget
#

It's tough not having much to go off of other than Unity's pathways and whatever information i can find on the internet

misty lantern
sturdy widget
misty lantern
sturdy widget
misty lantern
# sturdy widget Am i to understand I can buy all of these courses and asset packs for as low as ...

In a way
Courses from most providers go on sale at least every month or two for about 70-95%
So you don't have to think of the ludicrous undiscounted price as the "real" value
I guess it's done to inflate their worth, and maybe to get extra money out of institutions and companies that don't go hunting for discounts or aren't eligible for them
What you can expect to pay by waiting for sales is usually $10 for one course, or $30 for 4-6 courses
Humble bundles are greater value, but with a more random selection

sturdy widget
#

Makes sense, I bought it and its still a massive selection

#

Almost 800 lectures and a bunch of assets, cant wait to get into it

misty lantern
# coral maple Hello all! Question about applying 2D sequences on top of 3D. What tool would yo...

They could be created in pretty much any program that's designed for visual effects, like After Effects or Blender, or for drawn animated sequences like OpenToonz or Blender
For how to render them there's a big selection of options depending on your specifics
Like Canvases, fullscreen shaders, particles/vfx that's rendered on top by a renderer feature / custom pass / another camera / shader that controls depth

#

The second example is much different, it apperas to be a spot light with an animated light cookie

coral maple
misty lantern
sacred grotto
#

Hi maybe this is the place to ask
I have an asset that does mesh combine. It's recommended to combine the ones with the same material, they say
This'll result in 1 big object from previously all object with same material
But is this recommended btw? Wouldn't leaving the many amounts of objects with same material will batch the drawcall anyways, and also allows for object culling to save from rendering many of it not in view?

misty lantern
warm escarp
#

is it possible to rig a pixel art sprite? as Single Sprite mode
How?

misty lantern
iron bridge
#

In Unity I added a cube as a child of a model I imported from Blender, and the cube was exactly 100x bigger than expected. The model itself is scaled correctly at 1, but any child objects I add are massive. In Blender I applied all transforms before exporting, do I also need to export as 0.01 and then scale up in Unity?

misty lantern
arctic ermine
#

does anyone know how to make these types of textures?

fluid oak
arctic ermine
#

the psx-ish style textures

#

ik i can just downres images on google but i wanna custom make them

fluid oak
#

Well, you can use pretty much any workflow; just need to keep the limits of your chosen style in mind

fallen dove
iron bridge
halcyon token
#

My game is going to have rocks that you place into the garden, but I'm going to want a lot of variety for the rocks, I wouldn't be happy with it if you could end up placing the same rock model over and over again.

The more complex solution would be to implement a rock generation feature in the game, so every rock is randomly generated in the game, but that seems impractical over using actual assets.

Instead, I'm leaning more towards generating a shit load of rock models with Houdini, it would be far easier to get that generating models than me trying to do it in Unity. But say I was to generate something like 10,000 different rock models (their file size wont be that big, so its not likely to take up a lot of storage). Is Unity likely slow down a lot if the project contained a large amount of assets like that?

#

generating in Houdini would be really helpful, as its really easy to get nice looking rocks in it. But I am going to need a large number of them if I want to ensure the player can place a lot of rocks and also make it seem like theyve never seen the same rock twice

fallen dove
halcyon token
#

I've used quixel a fair bit in the past, and I'm not really sure if there'd be enough variety even if I was to randomise the transform of them

#

Plus the moment it picks the same rock twice and by chance it ends up with the same rotation as a other, thats something I really can't see myself being happy with

fallen dove
#

And I don't understand what you're talking about by picking the same rock twice in the same scale and rotation. Is your game called Rock Inspector? If not, people are not likely to notice.

halcyon token
#

theres details like that in games ive played, not specifically the same prop appearing multiple times, but its just little things that catch my attention and I know if it was me, I'd have to correct the issue

#

I'll see some sprite animation and one frame hasnt been aligned correctly so a slither of another sprite appears on the edge. theres no actual impact on the game and it doesnt ruin anything, but I notice things like that

fallen dove
halcyon token
#

I cant see how gameplay performance would be impacted just by there being many rock assets in the games files

tribal pivot
halcyon token
#

I'm not sure

#

I'll work on the rock generator in Houdini regardless, I like the idea that even if I only created 10 rocks, theyre all things I created

#

and its dead easy to get Houdini set up to go and generate as many unique versions that I want

static bloom
#

Is this an ok place to ask about creating textures? I want to take photos of objects to make textures, I was just wondering if anyone had any tips on doing such a thing. I was reading this method has fallen out of favor... but I don't know how else I would get good realistic textures for objects without doing it this way. I am ok with putting in work after to make the normal map and whatever else may be needed..

static bloom
#

should i keep the same resolutions on downloaded images?

#

This would probably be a lot better than taking my own images.. I don't need to give credit if I pay for the images do i??

grim vapor
#

if you want real world textures that were photographed then cropped you could try Texture Ninja (which is free), as for you doing this it is simple, take a photgraph of something and edit it to desired preference. As for the copyright issue, check the copyright on websites to see what you can and cannot do with them

static bloom
#

That texture ninja site is cool thank you. Just didn't know if there were any tips or tricks to getting good photographs of textures. I read it is good to do it from a 90Β° angle during an overcast day. Couldn't find much about this with my searches.

short solstice
#

I haven't imported a mesh into unity since....unity5. I am exporting models from Blender, using FBX, but none of the axis settings seem to work. Is this just an unused format now?(I am using Unity 6)

#

Also, is it normal for Unity to take 2+ minutes to open a basically empty project? And editing a script causes multiple recompiles, taking 10+ seconds each time. With the above import situation I am editing a vector3, changing 1 value, trying to find the right axis to work on is somewhat painful

sullen plank
#

Use any guide how to import FBX from Blender. Forward direction will just be flipped.

short solstice
#

Is there a more correct format to use?

sullen plank
#

FBX works just fine

short solstice
#

Ok, thank you, good to know I am not up the wrong tree. I found there is an import setting called 'bake axis conversion" which fixes the forward direction issue also.

hoary kindle
# icy vortex NVM fixed it

Good to hear. You also seem to use ASTC compression which is a lossy compression algo. Don’t know about ASTC specifically but lossy compression algos tend to do poor job on vector graphic type textures so that might be something to consider if you get some compression artefacts

fallen dove
fiery valve
#

would anyone know why these outlines on polys appear? i know this usually happens when your texture's color is right up against the uv boundaries since it tries to interpolate from outside them, but that isnt happening here

#

the uvs for that area look like this, the color is well outside the boundaries

#

the shader here is the default urp lit shader, strangely this doesnt happen on the default unlit texture shader

misty lantern
fiery valve
#

ooohhh a team member was testing stuff out with that earlier, thank you!

steel bluff
#

Hi! I'm making a trash recycling game and I'm making the trash with a prefab. Thing is, the trash is supposed to be randomly appearing from these models that I have here. Visually, how do I configure this? In a prefab or singular models? Appreciate some help!

#

I started out making a prefab but I don't know how to put the models inside for the code to have access to all of the models. That's what I mean by visually.

tribal pivot
rain quartz
fathom canopy
#

with an imported .glb asset, why doesn't Unity allow duplicating gameobjects that are inside it, but can duplicate materials and meshes? (with ctrl + D)

misty lantern
#

If you cannot edit it in the scene, it might be if your glb importer has control over it for some reason
In that case you should be able to make a prefab that references the imported assets, regardless

#

To edit prefabs properly you may need to "unpack" it first, so it's not inheriting its hieararchy structures and properties from the generated prefab asset

iron bridge
#

I'm using Blender and whenever I switch to my T-Pose animation, my armature's right upper-arm retains the rotation from the previous animation. Nothing is in my NLA stack and none of the other bones or animations have this issue. Resetting the rotation on all bones with Alt+R and inserting that as a new keyframe puts my armature in the correct T-Pose, but the issue still persists if I switch to another animation and switch back. Can anybody help me understand what might be happening?

eager mist
#

Hey so I imported some asset files into unity so that I can convery them into fbx/glb but when I import the assets my textures are so blurry? How do I fix this issue?

astral stirrup
hardy pawn
#

Can someone explain to me why my Line Renderer is doing this, and how to stop it? I literally just want to render a ring that points up.

outer halo
#

Try changing the alignment property

hardy pawn
misty lantern
earnest egret
#

https://youtu.be/72woYOPOfEY?si=tHZWFqK7IcBQOXJG&t=14

How can i make sliders with rounded fill bars like in this?

Breathing exercises for kids are a way to learn important coping skills and build resilience. Practice mindfulness in a calming video exercise for children. | Subscribe and check out more great videos ➑ https://www.youtube.com/c/SagoMini | Giggles that help kids grow: https://sagomini.com/world/


Post a p...

β–Ά Play video
#

I'm currently using a circular ring and fill child object, like this and i want my edges of fill element to have round edges.

misty lantern
#

But there's countless ways to go about it, just like there's countless ways to make a circular fill meter

earnest egret
misty lantern
earnest egret
#

No i meant two circles

#

One has a fill float 0-1 that controlls the fill amount other one is the background

misty lantern
#

Perhaps you misunderstand

earnest egret
#

How do i add circles, spline?

misty lantern
#

Images if your meter is an image, sprites if sprites
One would have a parent transform in the middle of the meter acting as a pivot, rotating based on how full the meter is

earnest egret
misty lantern
#

I don't see the benefit of splines here since all the rounded end sprite needs to do is move in a circle

earnest egret
#

Parent is a slider childs are images

misty lantern
astral stirrup
unkempt wedge
#

Does anyone has any experience in exporting an Fire, which I created with the Quick Smoke Effect in Blender, to Unity?

hoary kindle
#

The Quick Smoke Effect is a level of fluid simulation Unity does not support to any extent. You could render the effect in Blender to a flipbook texture (or to a six way lighting format potentially) and then render it in unity as texture based particles. The simulation itself would not work in Unity

#

With particle based effect you could achieve similar results but that you would want to do in Unity VFX systems as said earlier

ebon brook
#

how to remove black from trees

tribal pivot
#

(if that part is transparent in your image)

ebon brook
tribal pivot
ebon brook
#

i cant edit the material

#

it wont let me

tribal pivot
#

you can edit it there

ebon brook
#

nvm i did it thanks

gilded sparrow
#

small question, how do i remove this white reflection?

outer halo
#

Change the smoothness slider on the material

hollow citrus
#

can someone help me with this error. trying it for 3h now to remove it

signal osprey
#

I am trying to set up a material with opacity in Unity, so I've exported my maps from Substance with the opacity in the alpha channel of the base color map. Then in Unity, I am using the URP/Lit shader, with Transparent enabled in the Surface type section, which shows the transparency. However, (inside) parts of objects that should be fully opaque also appear as seethrough. The opacity looks fine on objects that don't have an 'inside', but the one's that do look incorrect. Is there a fix for this or should I just give all parts that need transparancy a different material?

#

In this image you can see the opacity of the glass part looks fine, however the top green part should be fully opaque.

viscid ridge
#

how can i make it so it picks at random which one of the 2 backgrounds its going to pick?

glad rune
glad rune
#

Not that it can't be done, it's just far easier to do them separately

winged obsidian
#

An opaque shader writes to the depth buffer (aka the ZBuffer). This tells the renderer how far away each pixel is from the camera.

#

This allows the renderer to completely skip pixels that are behind something else

#

A transparent shader generally can't do this -- otherwise, other transparent objects behind them wouldn't be allowed to render at all.

#

now, transparent objects do get sorted based on distance from the camera, so 10 objects in a line will render properly

#

But if two transparent objects overlap -- or a single transparent object has overlapping faces -- you start getting interesting rendering problems

#

There's no way to know that the inner cylinder is "behind" the outer cylinder.

#

This won't be apparent in something like Blender, because it's doing a much more complex rendering process than Unity is

#

I am struggling with this right now on a VRChat avatar. It has a very complex water shader, and I'm also trying to introduce transparent particles!

#

They almost always render in a bogus order

old veldt
#

beautiful box I create πŸ˜‚

novel garden
potent jungle
#

so im trying to add a 2d bg into a new scene but its coming out blurry

#

except i think i have all the settings right?

#

i have another scene with a bg and its not blurry

#

and all the settings and file info is the same

#

so im not sure what the difference is any why this one doesnt work

fluid oak
#

Is this one bigger that 2048 in either dimension?

potent jungle
#

nope

#

600x300

winged obsidian
#

How does it actually look in the scene?

potent jungle
#

this is my other scene which is not blurry

#

entirely same settings

winged obsidian
#

Are the sprite renderers scaled identically?

#

Try assigning one sprite into the other scene's SpriteRenderer.

potent jungle
#

hmm that doesnt come out blurry

#

the backgrounds are scaled the same

winged obsidian
potent jungle
winged obsidian
#

Do both sprites look good in the one scene's renderer?

#

Or does the one sprite look good in both scenes' sprite renderers?

#

I'm not sure which you did

potent jungle
#

both sprites looks good in both scenes

#

just the bg is messed up in the one

winged obsidian
#

That's what I'm talking about -- the background

potent jungle
#

ah

winged obsidian
#

Is it a SpriteRenderer, or is that an Image on a Canvas?

potent jungle
#

sprite renderer i believe

#

sorry im a bit new to this lol

#

but yeah putting the bg into the other scene it still comes out blurry

winged obsidian
#

So the sprite is bad in both scenes.

winged obsidian
potent jungle
#

this is the one thats blurry

#

this is the one that works

winged obsidian
#

And do the resolutions exactly match?

potent jungle
#

yup

#

the only major diff i see is the file size

#

but i think i exported them the same

winged obsidian
#

Filesize will depend on how well-compressed the image is

#

it's a PNG, so that compression is lossless

#

also, as a sanity check -- the original image isn't a blurry mess, right?

#

That file size IS a lot larger

#

which kind of implies it's a more complex image

potent jungle
#

kb

#

the one thats not blurry

#

the blurry one is larger size

#

should i compress the file size?

winged obsidian
#

Yes -- the blurry one is the larger file

#

I just want you to make sure that the original image is not already blurry

#

the "room1" image

potent jungle
#

ohh yeah

#

oh my god it is

#

howd that even happen

winged obsidian
#

the file size gave it away

potent jungle
winged obsidian
#

It's hard to compress a messy image

potent jungle
#

tysm i didnt even notice lol

winged obsidian
#

no prob :p

#

troubleshooting!

potent jungle
#

yup lol

winged obsidian
#

my first guess would also have been that it's a rendering problem in unity

potent jungle
signal osprey
violet solstice
#

guys why does the color change (i didn't add any post processing)

#

wait

#

wierd

#

it changes in discord too

#

uhh how do i explain this now

#

everything looks desaturated

#

when i upload to unity or send on discord as png

#

like anyone know a fix?

void ether
#

am getting these weird artifacts on my tile map
it looks good up close but from afar some weird lines show up

void ether
# violet solstice like anyone know a fix?

I thought of 2 things

  1. if you have two monitors
    the settings and display might be different which is what causes this change
  2. the color management might be different
    like the way software interprets color (RGB, hdr, CMYK, and other types of encoding)

or its compression i guess

void ether
void ether
left viper
violet solstice
obsidian pecan
#

how do I set it to point?

tacit violet
#

so here is a gun and the grip material seems streched. the bottom right is the texture the material is using. Can someone help explain why its turning out like this. I made sure my uv maps were right

gritty raft
#

Make sure all Scales and Rotations are applied in Blender, and also, using a Graph type texture in Blender to show that the UVs are correct would be good. you can manually find and add one to the material to temporarily show that things are proper, or you can use a good addon such as TexTools
https://github.com/franMarz/TexTools-Blender/releases
@tacit violet

#

Stating your experience level in Blender would be helpful too. Not sure if you are getting basics wrong, or if we should be considering more advanced things.

crude bane
#

Question for you guys, just as a sanity check
if I have a texture with 4 sprites on it, but only one of them is ever shown at a time. (for a long time, its an unmoving obstacle in a puzzle game)
is it cheaper to just use 4 single-image textures instead of a single 2x2 sliced texture? in frame-by-frame texture memory?
or is there some kind of optimization going on that bypasses that?

fluid oak
outer halo
#

@rugged slate You've been told before that this isn't a server to advertise your work. If you have no intention of using this server for Unity development, then please don't post.

fathom canopy
#

does a scene file like Main.unity have references to all prefabs that are in the scene?

queen rock
#

does anyone know a course that teaches how to draw pixel arts in a streamlined way. I also want something or someone to identify where I am doing things wrong because most of the time I struggle with creating art assets with correct shading, outlines, or even as simple as picking colors.

pallid yarrow
#

Helloo, is there a way to have a spritesheet be pre-sliced or something from photoshop?

A lot of time when I'm trying to autoslice in unity it just picks up random pixels that don't exist at all

fluid oak
pallid yarrow
pallid yarrow
fluid oak
pallid yarrow
#

Ohh i see

#

I think I may have accidentally used it in the past when I was still learning, will try again. Thank you so much for the help again!

polar glade
#

hey yall, can anyone help me with tilemaps in unity?

I'm trying to make some simple tiles to test out a feature, however when I add the sprite sheet into the asset folder, splice it up etc, and try to put it in the tilemap pallette, unity just moans that I don't have a valid file to import as a tilemap?

#

ahh i just solved it, there wasn't any issue with anything other than me - i didn't understand that unity was asking me to make a folder, not that it's asking for a file

sturdy ivy
#

Anyone know the best way to update a Polymesh mesh? Basically I have a mesh I updated in my 3D package. The only way to get the mesh to update is by dragging in the new mesh into the Mesh Filter, otherwise it doesnt update. But if I go to paint again on this new updated mesh, it reverts back to the old mesh.

next kite
#

Hi guys, any idea why the model look good in Scene View but look like low quality in Game View

sturdy widget
#

imported a simple power outlet model from blender that i made but its like inverted, you can only see through it to the other side. no idea whats wrong, looks fine in blender

fallen dove
sturdy widget
#

oh wait, a quick google search said you literally just need to select all and click shift N

#

thank goodness

#

looks beautiful now

fallen dove
#

That looks better

tardy sierra
gritty raft
#

Not always the best idea. for example, when using Tessellation, you'd want to Keep Quads. but, in general, i agree

proud linden
#

Hi! does anyone know if there are any known issues with playing a video asset on windows?
I'm getting the most generic error: VideoPlayer cannot play clip : Assets/Videos/SkillPlaceholder.mp4 < this is the asset path
(Also not sure if this is the right chat channel on this discord, lmk if there is a better one)

  • It works perfectly in unity editor on the same machine, the issue is only in builds.
  • it's IL2CPP on windows.
  • Tried transcoding options, h264/vp8 < all work in editor as well.
  • Tried disabling engine stripping / lowest stripping levels.
  • Tried loading via URL and confirmed URL is correct, same error as when using a video as asset.
  • Tried preparing and calling play on prepare callback
  • Audio output mode is none, it's a single video track video only
  • Version is Unity 6000.0.29
winged obsidian
#

So you've imported a VideoClip asset, right?

winged obsidian
proud linden
# winged obsidian So you've imported a VideoClip asset, right?

I found out the next day it was 'PlayerSettings/Graphics/Video shaders' that was set to dont include. (Probably been like that for a while since i never had video)

This was not communicated well, the editor just plays video and the error in builds was just "cannot play clip". So luckily resolved 😁

winged obsidian
#

Ah, that'll do it...

hazy citrus
#

how do I handle these differetn sprite sizes in my game?
If you look at the blue dots there is a lot of room around the yellow slime
like way too much

How to I keep that consitent with all my sprites?

I m new to 2d unity

lunar flint
#

Hello. I'm new to Unity and I don't even know if this can be done, but in general. I created an empty project with an armature in Blender so that I could use it in the future to snap onto objects. Well, I have a clothing model and several vertex groups with weights are assigned to it. That is, it should be assigned to 2 bones, but in Unity I can only assign the chest or stomach bone. How to assign 2 so that Unity uses the group vertex with weights. when I add clothes with armatures in the project everything works, but is it correct that each object needs a copy of the armature? I need 1 armature with all the bones so that I can attach a helmet, body armor, balaclava, clothes, pants, etc. to it. if anything, I use Google Translate, if something is not clear

tribal pivot
#

and dont set the sprites to full rect unless you need to

fluid oak
fluid oak
lunar flint
fluid oak
winged obsidian
#

yeah, this is a decently common problem

lunar flint
# fluid oak I'd check github, there are a few tools for exactly this sorta thing.

I have no idea what exactly I need. Can any of you recommend such an addon? Attach several bones from the only armature in the project to 1 character in accordance with the scales installed in the blender. Will this one fit? https://github.com/mimusangel/Unity-Tools-SimpleCreatorBones?tab=readme-ov-file

GitHub

Simple Tool for unity for create Bones in your Mesh - mimusangel/Unity-Tools-SimpleCreatorBones

safe idol
#

How's my proportions and alignment in diagonal sprite? Is good enough for alpha launch?

coral maple
#

Hey all. I have a weird problem that only just happened. My inderict light look good, but then suddenly it seems my baked lightmap is way too dark. See the baked here vs how it is applied on top of textures. Before the self-shadowing was much less prominent although the lightmap texture looked the same, but then suddenly it looks completely black. Anyone has any ideas? Been adding and moving light probes, but to no avail. This is Unity 2022.3 and URP

It also affects my dynamic meshes like my player. Also having much darker self-shadowing suddenly.

topaz yacht
# coral maple Hey all. I have a weird problem that only just happened. My inderict light look ...

Good luck, because I have no idea what is goin' on in this screenshot (it looks fine to me, so you might want to show more than these two pictures). I'm still too new to even know how the shading and light works in Unity yet either, so I'm propably missing the whole problem itself when it comes to Unity's URP.πŸ’€ kekwait

But I am a independent Blender artist (meaning I do all the things myself in my projects). So anything there I can help with when it comes to lighting issues like what you are explaining. blender

winged obsidian
#

so it's exaggerating how bright the baked light is

#

This looks correct to me, given the lightmap

#

Your ambient occlusion is pretty intense

placid brook
#

Hellooooo! Something is wrong with my model in Unity and I’m not sure what it is or how to fix it , it seems the outline of my model took over some of the right sides of my model

The outline is made by solidify modifier and Backculling/inverse culling wtv you call it) in blender

potent wraith
#

Generally, that's not how you do outlines in games.

placid brook
#

Oh

misty jolt
#

how does vector graphic support look like? should i use that or export them as regular sprites?

#

i know there is a package for it but uhhhh

outer halo
#

Use regular sprites

brittle orbit
#

hey how would you go about trying to optimize a texture in the following context

i want to just have a cube that looks like the minecraft tnt

i found a texture on google thats like 20kb

i downscaled it to 256 x 256 and its about 8kb now but it still seems way to high for what is should be right ?
i suppose i could use the faces as painting zones if i subdivided the cube but thats also a optimisation problem
ideally the standard cube from blender and some low res solution for texture aswell

#

ok so i found a shader that uses the cube's world transform tada to determine which texture to display on each face ill update on what the total texture size is

#

this looks promising but its blurry after rescaling, it should work since minecrafts blocks have a 16x16 resolution but maybe the image rescaler i found on a random website isnt feasible

#

found the original minecraft textures and this is also relevant

#

because they are webp format gotta convert

#

well that did narrow it down a bit
but i think the shader isnt working right

#

i am tired so ill figure out the shader thing after a nap

misty jolt
outer halo
#

Well for one thing, vector art isn't really supported, but it's also unnecessary and overkill. Games use sprites just fine.

tribal pivot
tribal pivot
# misty jolt How come?

the pic you showed says that its experimental and not recommended to be used in production, that sounds like its better to just use sprites

misty jolt
#

Woe

#

Im just wondering what could go wrong

placid brook
placid brook
#

It doesn’t seem to be a texture problem , the problem is within the model itself 😭

placid brook
#

Also Note: I already tried checking the normals in blender , they r all blue and correct so I’m for a fact that AINT the problem

placid brook
#

FIXED , for anybody that’s experiencing the problem too (since I’ve seen a lot of people experiencing it in the internet and nobody giving a proper solution whatsoever)

Key points to check:

  • Check if any part of your model has a negative scaling , if they do (either because you mirror the mesh to flip it on the axis) or for wtv reason apply the scale, then go into edit mode and select all , go to mesh > normals > Recalculate outside or Recalculate inside , Flip also works

If you don’t have any negative scaling then skip the part where you apply the scaling

Also to see which faces r facing wrong direction make sure to turn on face orientation in Overlays

obsidian field
#

So. Odd situation. I have a prefab (produced by someone else) which takes two meant-for-vrchat avatars, one with normalish fullsize human proportions and one with chibi proportions (Hereafter 'Full' and 'Chibi' respectively), and combines the two into one, creating a chibified version of Full. (left: Chibi base, right: Full avatar, middle: Result)

The way it was done, is the Chibi prefab was unpacked/edited, removing everything but the head and body; and then the Full prefab unpacked, body and head removed and parented to the Chibi, and the bones of Full scaled/rotated positioned, and made children of the corresponding bones of the chibi (So Chibi 'Hips' is the parent of the Full 'Hips' bone and so on). Again, I did not create any of these myself.

My desire was to export this mess as a fbx to bring into blender for further edits. Problem is, using unity's FBX exporter, while not 'exploding', produces an fbx that when brought into blender is basically just the Chibi body/head 'standing inside' the Full clothing, with none of the bone modification applied.

Is there any way to do this cleanly or am I just going to have to bite the bullet and do it all manually in blender? (I have blend files for both, bought and paid for). Trying to avoid this because that's a lot of bone manipulation to be done.

#

in blender you can ctrl+a to apply transforms 'permanently'; is there any similar ability in unity? I feel it may work if the scaled bones are done similarly.

ancient plinth
#

Had to force close Unity with task manager because FBX import was currently at 44 hours.

#

All the imports for this building were fine until I started adding in destructible pieces. I currently have 5 pieces, all of which look roughly like this in terms of their amount of bits.

#

Im assuming the amount of parts is what's causing the issue. But I feel like this is a normal amount of bits for a destructible piece. How do you guys do destructible environments?

misty lantern
obsidian field
#

On mobile so can't type good but I've gotten promising results

#

The shoulders here are giving me hell for some reason

obsidian field
#

Think it may be due to a difference between the zipped fbx and either the unitypackage's fbx or prefab

obsidian field
#

basic gist. I found the bones from 'Full' in the combo that contained the weights, renamed them to 'stand out', and deleted everything but the armature from the prefab, exported that as an fbx, pulled that into blender, and used bone constraints (copy transform) on the 'Full' avatar to point at the imported armature-only fbx (the bones show up as empties) and it mostly worked.

fluid oak
thin sierra
#

trying to play a video in unity but the quality looks much worse than the source file, anyone know how to make it perfect?

heady epoch
#

Hey one question, i always think about when an object has rounded edges on one side and the other side is just flat you can clearly see the smooting applied to it (as can be seen in image) would you just apply a bevel modif. to it because in real world there arent these type of flat edges (downside would be an increasing tri count) but is it worth it or can beveling be done with normal maps? can u bake a bevel of sharp edges so that the tri count doesnt increase? and what would be an average tri count for your models (sth between low poly and high poly - obv. it depends on where the object will be in the game ...) - hopefuly its understandable in some kind ... holy shit

fallen dove
# ancient plinth

I've had a simple model from a 3rd party, a wall, take nearly half an hour to import. When I got the model into Blender it became clear why. Although it was shaped like a wall, it was constructed of a hideous mess of geometry. 1000s of edges free floating and not connected to one another. When you import into Unity there can be a lot going on behind the scenes. Recalculating normals, trying to optimize the mesh, trying to generate a lightmap UV and so on. So make sure your destructible pieces don't contain any loose or non-manifold geometry.

tribal pivot
# ancient plinth

how many vertices and triangles do you have here in this fbx in total? also did you know the hidden objects are also included in the export by default?

ancient plinth
#

This is what generally the worst pieces look like

fluid oak
#

While that geometry does look kinda gnarly, you didn't really answer their question

fallen dove
#

I have a character in Unity made in CC4. I want to import additional clothes for the character, so I create the clothes and import the character again with the new clothing. Since I want to continue using my existing character in Unity, I want to just take the newly imported clothes. Does Unity provide a utility to bind the clothing skinned mesh renderer to a different rig - that of my existing character?

flint pelican
#

i have a model that i've made, it's position is 0, rotation is 0 and scale is 1 but everytime i export it to unity it's sideways, bake axis conversion does nothing πŸ€·β€β™‚οΈ

misty lantern
fluid oak
fallen dove
obsidian field
# flint pelican i have a model that i've made, it's position is 0, rotation is 0 and scale is 1 ...

https://github.com/EdyJ/blender-to-unity-fbx-exporter
use this. its perfect for my workflow (which is making avatars/props/worlds for chilloutvr) and results in exactly what you want generally speaking.

GitHub

FBX exporter addon for Blender compatible with Unity's coordinate and scaling system. - EdyJ/blender-to-unity-fbx-exporter

obsidian field
misty lantern
cyan iris
cyan iris
cyan iris
glass vale
#

I'm really having trouble with UI. As you can see, this is smoothly rounded here in Photoshop...
But when I import it to Unity and turn it to UI/2D sprite, the quality immensely depreciates. I'm trying to achieve that smooth-round look I've seen in other games.

misty lantern
glass vale
misty lantern
#

Unity out of the box doesn't resample images that are viewed in non-native resolution in any other way except in pre-generated mip maps

glass vale
#

No changes needed anymore

#

But thanks for the help!

misty lantern
glass vale
#

Besides, players won't notice it or find it very annoying

#

And I've taken perfectionism out of me, so that's out of the way

misty lantern
#

What's perfect if not something that's good enough for the intended task, after all!

flint abyss
#

Hello all, and Merry Christmas! I was wondering how to achieve alpha clipping for my model, shown here.

#

Here are the texture settings

#

Any help would be very appreciated. Thanks!

fluid oak
#

I can see in the screenshot that there is an alpha channel, so assuming that it is correct that is all you should need to do. You can also check 'alpha is transparency' in the texture import settings if you have artifacts.

flint abyss
misty jolt
#

is there seriously no way to make an existing prefab into a prefab variant of an empty base?
it seems like it should be pretty important functionality

next furnace
#

hello i was redirected here

#

i have a garrys mod map model (.obj) but unity doesnt import the textures automatically

#

instead of creating 262 new materials by hand is there a way to automate it?

vocal sorrel
winged obsidian
#

I did lol

next furnace
vocal sorrel
#

Or is it 262 textures you mean

next furnace
#

in the folder which contains the .obj theres the textures as pngs

#

they are named modelname_textureX (x being number)

fluid oak
#

This doesn't really sound like a unity problem so much as a ripping models from a game problem..

next furnace
#

i never said its a unity problem, i never said im ripping models from a game.....

#

please read before replying

#

and use brain.

#

if you can comprehend the understanding of a question right

#

that means you should be able to read straight away that i want to automate texture loading instead of manually adding textures and materials one by one

violet walrus
#

import automation like that would all be done via the AssetPostprocessor

#

though Obj is a bit of a lose spec so it will heavily depend on how materials and groups are defined in it

fluid oak
gritty raft
#

It bothers me very much that Flip Green Channel does not affect Swizzle

misty lantern
misty jolt
#

what does "generate physics shape" do in the svg importer? enabling it doesnt seem to do anything, and the docs barely mention it o.o

misty lantern
misty jolt
#

ohhh so the polygon collider will automatically take the sprites shape?

misty lantern
next furnace
#

you are actually just stupid

#
 you may use my map no matter what, as long as you dont take any credit for it! and i dont like people to edit or decompile to change my maps! thats all the respect I ask for it. for questions or whatever, contact me at: smartzenegger@hotmail.com please be so kind to enclose this readme file when you feel the urgent need to spread these maps or upload these maps. i recommend you to upload this original file. all F.Kalkman's maps (my maps) come from WWW.ULTEAMATE.NL and special thanks to Logen (creator of the RP_KijkDuin_b## maps) he helped me out with some things and shared his knowlidge with me. (dont mail me to ask for the code!!! its very hard to find, and you just have to find it yourself!!!) Thank you for playing my maps. Enjoy. Greetings F.Kalkman /```
#

by the creator himself

tribal pivot
misty lantern
fluid oak
#

Fortunately, rhetorical questions are still allowed for the moment!

gritty raft
eager mist
#

Hi anyone know why this nail would be just fine in Blender in any position but when imported into Unity it clips through the finger when doing specific hand poses?

#

This is it clipping into the finger in Unity

misty lantern
# eager mist Hi anyone know why this nail would be just fine in Blender in any position but w...

If the fingernail is weighted, it may have weights from more than the maximum number of bones that Unity is set to allow and could be culling the wrong bones from the vertex weight list
If the fingernail is parented, I guess it could be related to transform scales or if the finger beneath it has slightly different weights potentially due to max bone count above
It's also possible that it's related to neither and actually a z-fighting issue due to the fingernail and the finger being so close together geometrically for a given near/far clipping plane range

#

Usually you'd prefer to keep fingernails as continuous geometry with the finger so that there's no chance they'll stray away from each other

eager mist
grave garnet
#

Check the finger vertices on this area especially

green moon
#

I'm trying to make a long aisle using these square modular segments I modeled. Is there any way to "snap" each of these square sections to the next so that they sit flush without a gap or without overlaping? Or perhaps a way to define each unit's size as one unit on a grid so I can just perfectly place them?

#

I'm very new, sorry!

green moon
#

thanks all will try soon!

eager mist
#

Hi I'm trying to export grease pencil from blender to unity. I've tried the plugin and the conversion method and both are not working

misty lantern
#

Since Unity doesn't have any analogue for it

eager mist
#

I'm using blender 4.3

misty lantern
#

Still, it won't be a curve or a stroke once after that, just a mesh

eager mist
#

there are two types of curves in this version.b I cant convert it to the first one and the second one cant beb scaled

#

ah i found it on the patch note it says it doesnt work on 4.3

eager mist
#

I want to achieve this look in unity (this is blender) Does anyone know how to approach this?

misty lantern
polar tulip
#

Guys, how can I get material variation without using a shader and without coding?

misty lantern
#

A shader is what makes any texture or even color show up on a mesh at all

polar tulip
misty lantern
polar tulip
misty lantern
#

Or just make another material with a red metal texture instead

polar tulip
misty lantern