#🔀┃art-asset-workflow

1 messages · Page 26 of 1

outer halo
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If you want to learn how to model, check YouTube for a series on Blender. It's free.

rain sluice
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Anybody have any idea why this might be happening? First time I've run into this.

In unity, the point light is situated where it is supposed to be, and the asset and the light in the viewport are positioned itentically (0, 1.32, 0). However, when building the assetbundle and uploading it to Tabletop Simulator, the light is offset significantly, as seen.

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you can see this more clearly when I tilt the item:

flint sentinel
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Hey, thanks alot!
I really like some of the ideas you suggested and will definitely be giving them a try.
Thanks!

raven elm
fresh olive
raven elm
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His tutorial is outdated as he uses PBR graph

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I dont get what I'm doing wrong. I am following the tutorial with utmost accuracy, yet I am not getting the same results

fresh olive
raven elm
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Is there a difference in the URP config between Unity 5 & Unity 6?

fresh olive
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What results are you getting?

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Do you mind screenshotting?

raven elm
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These are the parameters

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This is what the result should be in the tutorial at the stage I'm at

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And this is what it looks like when I move the camera close

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Shadergraph as well for reference if needed

crimson karma
# raven elm

have you played arouond with the water depths parameter?

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also make your puddle deeper and see what happens

raven elm
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Nothing changes

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It makes no difference

silk dock
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How do fps games and other games such as Lethal Company deal with view model arms that have many different items/weapons that can be equipped? Mostly from an animation perspective but also from a modularity standpoint. I just don't see a way where the animation graph is a viable option for these types of games with a lot of weapons that the player can hold, and every weapon has different animations.

misty lantern
fresh olive
fresh olive
raven elm
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Where can I change depth sampling?

fresh olive
silk dock
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I guess it's not that difficult with sub state machines, but I feel like it still will get messy when I have about 100 items that the player can hold.

raven elm
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That did it. @a

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@fresh olive

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Thank

misty lantern
silk dock
silk dock
fresh olive
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pure IK or pure baked animation arent good enough on their own, a mix of artistic control and interactability is the go to

silk dock
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that is an interesting idea, I might have to look in to that

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also, since my game is multiplayer. Some animations might look weird on the outside but good on the view model. Is the recommended approach to use animation overrides to fix that? I tried using the Playables API, but I can't think of a good way to synchronize that across the network

misty lantern
# silk dock Yeah, I will go for the approach of preset poses that most items will use. But a...

That one certainly is a mess, considering their workflow and circumstances
A lot of overcomplicated and hacky techniques in general
But that's expected when they're in a rush, don't start by knowing exactly what kind of animations and blending they will need, and are only learning how to do all that as they go
Mecanim was being developed at the time, so apparently they were doing workarounds for missing features and then once released implementing those features on the fly elsewhere

silk dock
misty lantern
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More an example of what real development might look like even if it's not ideal, and what shapes mecanim can take when you're thinking on your feet

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More high level than practical advice but you want to know the needs of your animation states, blending and modularity beforehand as accurately as possible, so you can plan and find the right strategies

silk dock
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yeah, this is basically what I've spent some time doing. I'm just trying to make everything modular so that future updates are as easy as possible. Especially since I am a solo dev.

misty lantern
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The animator is powerful because it can make a lot of animation and transitions automated and contextual using few parameters, to take that responsibility off your code having to micromanage those

silk dock
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I guess it's just difficult to grasp when I have worked with both Roblox and Godot before, both using a more dynamic approach using scripting instead of graphs. But I guess the Unity approach is more tailored toward artists having the possibility to tweak and manage animations in the game. Having the animations separated from the code is something new to me.

misty lantern
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Animation clips without an FSM is very messy

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The graph view has advantages but some disadvantages too

fluid oak
misty lantern
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But if you're used to doing that in code, it may be tempting to build another FSM to control the animator, but that's redundant and mostly steers you away from leveraging animator's features, turning it into a burden instead

silk dock
silk dock
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I just don't know how good that would work in practice

misty lantern
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For having a lot of items with different animations, the best approach usually would depend on how much the animations can be re-used

silk dock
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most of the time it'd just be enough with a generic hold animation and an offset on the item

misty lantern
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Animator override controllers are great, which I think Pinballkitty means by overrides
The only drawback is that there's no blending between different override controllers if that's needed

fluid oak
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You can always swap when the weapon is sheathed

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When you're switching model anyway

misty lantern
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Override layers can do blending but they must all exist in the same animator

silk dock
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by blending do you mean transitions between two clips or a constant blending factor?

misty lantern
silk dock
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ah alright, well thanks for the help guys. I think I have a good understanding on how I can approach this now!

torn dirge
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this model is from from 3ds max but when i export the fbx to unity the left sleeve, bow and the right eye are transparent
i searched up online it was because of the normals but when i flip them the light works the opposite way because it's flipped
does anyeone know how to fix this? the right model has the flipped normals and the other doesn't

pls ping me

astral stirrup
frank carbon
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How do i import metal maps from substance painter into unity

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i mean where do i place the texture there is no metallic map in unity

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i am using hdrp

raven elm
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Why does the texture appear warped like this?

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The geometry is essentially a few planes rotated differently with no changes to the UV

fallen dove
torn dirge
raven elm
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@fallen dove This is what the geo looks like

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And the material

misty lantern
raven elm
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That did it, thanks

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Also, I posted a question in the terrain3d section. Would appreciate it if anyone has a solution for it as well

signal coral
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would it be more efficient to just add a solidify modifier to these wingflaps or turn on double-sided faces?

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the wings are planes atm

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3260 tris. there can be 100 enemies on screen roughly, although these guys take up 2x1 tiles so there could only ever be 50 of them

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dont need perfect lighting on them, just assume the backfaces will be seen in a minimal capacity and dont want that visual fuckery to happen if i can avoid it

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solidify modifiers bump it to almost 4k

hoary kindle
signal coral
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maybe an odd question about blender -> unity but i'm trying to understand. I kept reading that you can't translate bone constraints to unity... so I just finished a rig where I have 5 bones per wing side to give it a kind of wavy animation (sorta like a manta ray would flap it's edges). i set it up so the front two bones of each wing have a copy rotation on the remaining bones. 3 rotate together and 2 rotate the other direction to get this effect.

when i keyframed all the bones i noticed theres no curves being generated for the bones using copy rotation constraints, but it animates just fine in unity. is there an explanation for that? also I only had to edit the curves for one bone on each side to smooth the animation out, but they still seemed to respect the copy rotation constraint even in unity with no additional effort. animation wasn't baked

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to illustrate: these are the front two bones with curves and keyframes each moving inverse of the other (i only move each bone by itself and the rest are either mirrored or move using the copy rotate)

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rear 3 bones graph editor combined

mortal lotus
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How can I parent this wig to charachters head bone?

misty lantern
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the wig to the bone transform

mortal lotus
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Thanks

fluid oak
signal coral
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It doesn’t seem to have any such options tho

fluid oak
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I mean, you can test really easily if there is a constraint in unity by disabling the animator and manually moving one of the bones to see if the other moves

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But as far as I know unity can only import a very small subset of maya constraints

signal coral
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It’s either that or it’s embedded in the keyframe data somehow but not shown having its own unique curve in the graph editor.

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I’m still keying the bones even if they appear to have no curve info

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Might be interpolating on import between those rotations

fluid oak
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How about in the unity animator graph?

signal coral
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Not sure I only spot checked it to make sure it would work as expected I’m not at my desk atm

wary wyvern
fluid oak
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My guess is that the script you used to export handled the baking.

chilly bone
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hello, I am new at this and I want to know something. I don't know why but when I do a simple structure in Blender using extrude and pass it to Unity, this structure change and it is different, inside the structure there is nothing,

I will be happy if someone helps me, thanks!!

misty lantern
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Important to learn what face normals are and how to check and modify them in blender

lean jolt
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In order to check normal direction in blender you can select a specific drop down menu in the top right of your viewport while in edit mode. The selection noted in the image I provided displays your face normals. These will be displayed as a line projecting from the face. To edit normals, select your desired face and press Alt+N

steady viper
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I've got a number of models that I'm exporting as FBX files, I want to write some vertex data onto the models, but Unity only seems to read the Vertex Color data, even though I've written a float value to the vertices

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Does unity only accept vertex data of specific types? perhaps it doesnt like a float value

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I've even tried writing a float[3] and a vector to the vertices, none of those show up

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I'm suspecting that its not a problem of type, but more that Unity might not be reading anything that isnt specifically a Position/Normal/UV/Color

steady viper
fresh olive
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topology before/after. It's my first time doing actual retopology. Any massive red flags?

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(Facial expression meshes turned off)

crude hawk
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anyone know of any free "stylised"/retro gun sfx packs?

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by stylised I mean not realistic, I don't know what to call them

astral fossil
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Hey! Just need some quick help with the editor. I have an animated sprite where the frames are all individual .png images with names in ascending order. How do I import all of these at once as a single animated sprite into Unity?

astral stirrup
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unity doesn't really have animated sprites
there's sprites and there's animations that are composed of said sprites

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just import all the images, then in unity, select all of them, create animation

astral fossil
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I know Unity has spritesheets, I've used it before, but I want to take these individual images and just have one spat out

astral stirrup
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unity isn't an image editor

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unity doesn't have spritesheets, it supports spritesheets

raven elm
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Is there a way to override roughness/metalness of a surface with custom maps using the URP Decal Projector? I can only see these options

crude hawk
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anyone here familiar with FEEL?

twin carbon
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dude im having a really bad headchache with my tank model

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unity keep saying that a polygon ist self insterting

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i tried cleaned in every mode i can

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and even decimate the geometry like a crazy

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but unity keeps deleting the same faces

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even when y fixed topology

misty lantern
signal coral
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damped track constraint in theory shouldn't translate

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lemme try with a straight export without my addon

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standard export also seems to carry it over. is it just a perk of unity 6+?

misty lantern
signal coral
misty lantern
signal coral
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oh. well thats fine

misty lantern
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And also the result of the constraint can be unpredictable, because many constraints depend on the previous transforms in blender, which are different when evaluated during the export process

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For example in your video the damp is perfectly looping in blender, because blender can preserve the tail's last position when it starts the animation again
But in unity and in the fbx it loops imperfectly, because the constraint's start position was different as it didn't know where it ends up at the end of the loop

signal coral
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should i just do it FK then?

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or will this hold up for all the animations?

misty lantern
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You can use constraints as you're mindful of the limitations

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Mainly that it only results in keyframes, and real dynamic constraints must be recreated after importing
And that if you have looping motion you need to ensure the constraints loop too
May be more elegant solutions but a workaround I used was to play all looping animations two times, and cut the first loop out in Unity's animation import settings

signal coral
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i'm just trying to make it easier to animate the tail whipping around

misty lantern
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This method seems easy enough
IK doesn't seem like that good of a fit for such physical motion
Unless you move that dynamically with constraints too and face the same issue

signal coral
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its not IK. damped track chain

misty lantern
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Ah, misread FK as IK
What you have is FK

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Not a big deal to export with an extra loop to ensure the start pose matches the end pose of the loop
But maybe an alternative to that is to copy the end of the loop to the start to force the constrained transforms into the correct starting position to skip having to cut off the dummy loop

signal coral
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thats how i've been doing all my looping animations

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with some curve editing to smooth it out

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some animatinos just have keyframes out of bounds as support

signal coral
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just gonna fk it, this is too much of a headache lol

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not intended ^

misty lantern
signal coral
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its not just the frame cutting off its like drifting more and more

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just gonna keep it simple. think a spline IK might work tho?

misty lantern
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Regardless of how much "drift" there is, the offset should be precisely the same at the start and end if you have multiple loops end to end

signal coral
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overthinking everything again. do that a lot

misty lantern
signal coral
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yeah its just 5 bones i can create the whip cycle once and copy it

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with an ik paddle to support direction and height. thats the whole rig and really all i need it to do

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or was the original. someone made me aware of the damped track tail thing and its cool in blender but really hard to control. spent hours just locking it to an axis

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like i said, in the time that took i could've just made the tail whip cycle one time and just copied it around like i did the first version of this

signal coral
misty lantern
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Still somewhat arcane to me when some actions just refuse to export or import at all, so I like to add redundancy

signal coral
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yeah not throwing shade at your method, wrote it down for future reference if it makes sense to use it. so appreciate the input! always learn something from y ou

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wonder why the 3d world hasn't adopted a w3c type of standard for animation/rendering standards.

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web dev was equally annoying with all the different standards every browser had

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way back when

misty lantern
misty lantern
signal coral
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yeah so were browsers (proprietary code)

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but i guess the argument there is a whole lot more people need accessibility to the internet than better animation standards. 🙄

misty lantern
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After lease and hobbyist engines became more common, you basically had to live with the formats that existed and were somewhat supported by that point
Creating new formats with the intention of them becoming a standard is a big undertaking, and the needs of 3D were changing pretty quickly

signal coral
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yeah makes sense. even with the w3c there were points in time where only chrome had certain css selectors or the like

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its never a perfect solution and requires the coordination of EVERYONE in the industry

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cough btw hey unity ppl add nth-child to uitoolkit thx

misty lantern
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And very little incentive to spend that effort, unless you can get some advantage by doing that

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Which is why there's such battle over new image formats on the web

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And I suspect it's either politics like that or licensing again that's hindering the new 3D format standard

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USD is the most promising candidate, but adoption is slow

signal coral
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that is partly why the web is just becoming such a pile of shit in general

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idk how old you are, but there was like a happy wonderful decade where the internet was this wonderful place

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minus the issues with web dev

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just as a user though

misty lantern
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I think it has gone in (rather long) waves, predatory and aggressive practices gradually bloom until competitors who mop up all the crap get the spotlight

signal coral
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that'd probably be the .com boom

misty lantern
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Proprietary 3D programs and other asset creation software are so expensive and honestly pretty painful to use, so I hope that kind of wave will crash there
Blender already took a leap out into full viability, might take another into dominance

signal coral
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blender was one of the earliest open source projects, and really was excited to see how long it managed to stick around.

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bunch of open source software has retained it's communities since the most early days of the web

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GIMP for sure, i forget if krita was one of those

misty lantern
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Gimp still needs to take the leap to become viable, UX-wise like blender did

signal coral
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its always been kinda temu photoshop. maybe not as dedicated of contributors as blender had

misty lantern
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Authoring of textures, sprite sheets and particles or non-color maps for shaders puts pretty specific requirements on the software

signal coral
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the hurdle is really just the cost for a lot of people. i knew gimp was inferior but it was always free. photoshop used to be prohibitively expensive when i was a kid

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i've heard krita is pretty good for that stuff?

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also free

misty lantern
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Good for drawing/painting, not great for anything else

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Gimp is plenty capable, but the UX is demoralizing for newbies and a constant hindrance for pros

signal coral
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its gotten worse. i remember it being pretty intuitive 20 years ago

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haven't used it in a long time, came back and everything felt clunky

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could just be the hiatus but i still feel like by now it'd feel fluid again

misty lantern
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Iirc 20 years ago it was demoralizing enough that everything was a separate window, for no apparent UX reason

signal coral
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different strokes i guess. i liked that aspect

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the path tool is so different now and doesn't feel as intuitive as it was

misty lantern
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Photoshop is the "best" option but the cost can be a problem when doing game development at scale in some way

signal coral
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yeah adobe has not gotten better about any of that

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everythings like super expensive license subscriptions now

misty lantern
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Like, the class might have licenses but it's not very feasible to tell the students to pay up or pirate it if they want to keep using the workflows on their own that they learned

signal coral
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and they always have to split their software up into giant suites where you're missing half the features if you dont pay for 5 different programs

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there used to be a educational license at some point wasnt there?

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free for class use

misty lantern
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Maybe, but won't help them at home or after the course

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Don't really want to grow another PS-dependent generation either, which is really the point of those educational licenses, and which piracy supports too
A lot of students don't want that themselves either

signal coral
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heh

misty lantern
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And the way Unity is set up, you really need various 2D and 3D programs externally

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Luckily there's been some changes for the better there, like the texture import swizzle feature and VFX toolbox

signal coral
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how long you been doing unity? i know its been around a while now

misty lantern
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First started getting into it in 2020

frank carbon
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Why is the cube transparent

astral stirrup
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i don't think it is? you can't see the grid lines under it

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it just looks like it's rendering behind the clouds

misty lantern
twin carbon
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sorry for answering latter

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i was so focused that i forget to respond and that was nasty

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thank you for the help

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keep like that fella

tacit vector
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anyone know why the icons look fine in the editor but god awful in the game simulator? i suspected a lot of things but nothing i have tried seem to work, i want them to look as they look in the editor

potent wraith
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What resolution does the device set to render?

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Does the issue happen in the game view as well?

tacit vector
tacit vector
potent wraith
potent wraith
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This is only relevant to a build.

tacit vector
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oh i have free aspect there

signal coral
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so whats the better way to do this? i have 3 LODs for each elite enemy. the shader i created has a slot for "high poly normals" which is just the normal map without the sculpt details since the high poly version (LOD0) has the fully geometry. i am just creating a material variant that checks "Use High Poly Normals" and uses the alternate normal map.

is this the right way to handle this? the high poly only appears in a specific place (a journal UI showing all the enemies you've encountered and stats for each, so an intentional toggle is fine). the LOD1 is for cutscene close-ups and LOD2 is the gameplay low poly model. they use the detailed normal map since i have that boolean keyword unchecked.

is the material variant sharing those inputs or should i just make a whole ass separate material for the high poly and cut out the "high poly" normal slot?

edit: alternatively i could've just toggled the boolean in the engine instead of having a separate material... i guess. can you toggle keywords at runtime? i imagine it should just be a plain boolean for this use case?

potent wraith
tacit vector
potent wraith
tacit vector
potent wraith
tacit vector
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i will test them on the built game if its just the simulator that is wrong is not a big deal

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i tried it on phone and they look fine, at least i cant tell if they are pixelated in a phone, gonna try it on windows now

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i think they just look much much better on build its whatever i dont mind simulator looking worse i was just scared they were going to look awful on the actual game

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they do look much better than in the game tab probably good nuf, no idea why they loose that much crispiness tho

potent wraith
potent wraith
tacit vector
potent wraith
tacit vector
potent wraith
tacit vector
potent wraith
tacit vector
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no i left them as they are now

potent wraith
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In this case, the issue might not be just with the game tab.

  1. Can you share your camera settings?
  2. Are you doing anything special in terms of rendering? Like rendering to a render texture?
tacit vector
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still super pixelated icons, they look super good in the scene tho

potent wraith
tacit vector
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here is my camera

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and i dont know if the last image i sent is nuf? or do you need the whole screen?

potent wraith
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Yes. It would help to see the whole picture

tacit vector
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game or scene tab, or both?=

potent wraith
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both

tacit vector
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this one is the scene

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this one is in the game tab

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this is in the built game i think it looks better

potent wraith
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Comparing the images now, they look similar

tacit vector
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the editor picture is much smaller tho, thats why they look the same than the game tab, the bame tab is using my whole window, the editor window is at most half

potent wraith
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I think what you did earlier is zoom in on one of the sprites in the scene view. Obviously, the more space it occupies on the screen, the more details would be seen

tacit vector
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yah i did zoom in on the first one

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so i guess its a non issue in the end haha, in the actual game it looks fine i think

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thanks and sorry for making you come with me in this wild-goose chase

misty lantern
split timber
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any way to import the pill positions but not all the meshes? From blender. Currently I just assign them all to Pill.001 but i don't want to import the rest. Or just have them import as all referencing one mesh.

misty lantern
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Or

  1. In Unity set all pills meshes in the scene to use the same mesh reference through Mesh Filter component
  2. In Unity set all pill prefabs in the scene to reference the same pill prefab
    These two won't prevent from the duplicate meshes existing in the mesh asset, but if the duplicates aren't used they'll be excluded from build
split timber
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yea like I mentioned i assign all the pills to pill.001 but i just didnt want to clutter up my interface with a crap ton of meshes i don't use. I'll try linking them thank you.

raven elm
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I have applied a decal over a large surface which has resulted in the texture itself looking blurred out. I tried upscaling the texture to 4x it's previous resolution, yet it didn't change anything. Anyone know how I can make the decal texture sharp?

misty lantern
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I think that's not the whole decal we're seeing

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But it could be

raven elm
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Sorry its taking too long for me to reply, theres a power cutoff in my area so I have to keep my devices on airplane mode to conserve battery.

(NOW THE MAIN ANSWER)
It's a standard png texture with alpha transparency with a resolution of 3000x2500 pixels.

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It's being projected on a very large plane( essentially a football field)

chrome sigil
raven elm
# chrome sigil

Smoothness is the inverse of roughness in the alpha channel,while metalness goes in the RGB channels

raven elm
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If you are exporting textures from painter then there is a present for Unity URP as well as HDRP for both metallic & specular workflows

chrome sigil
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when i put in to the material i have it but i need to make it in shader graphp cun i need to add paint mask and i dont see here metalic input

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and if i exported ass unity present i have this and i dont know where to put this light green one

lusty beacon
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Green should be the mask map

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It contains metallic, smoothness and ao

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So you don't have to sample that many textures for performance reasons

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You output red channel to metallic, green to ambient occlusion, blue to detail and alpha to smoothness

chrome sigil
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i have shader that can change color of the paint only in my object but it dont work on new version cuz its old one or i just do something wrong so i try to do it in shader graph

lusty beacon
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You can change the tint on any shader (if that's what you're doing)

I believe all standard shaders have albedo tint. This one you screenshot doesn't do anything special that the standard lit shader doesn't do

chrome sigil
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how i can use it? i mean im new i unity and is there any chance that u can help me make it? im so lost rn

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i mean i know i can change tint but it change for all, and i want to chancge only paint color

lusty beacon
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Do you want to change the actual color or just tint it? If first, you should have a black and white version if the texture and multiply by color

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And see how to connect mask map

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If tint is fine for you, you can use any standard shader (like hdrp lit) and use the tint under the texture field

chrome sigil
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Can we switch to a voice chat? It's hard for me to explain in writing exactly what I want to do.

lusty beacon
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No, I'm at work

chrome sigil
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u can see that if i chancge it here its all red so i try to make it in shader graph to add this paint mask what i made before and its working as u can see above but i dont know how to add this metalic and roughness

sullen plank
chrome sigil
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but it need to be as one material one object one mesh

sullen plank
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Submesh is the same object, it just has separate material. If you want to keep single material then recolor texture itself.

chrome sigil
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but i need to have have option to change color for multiple object. like i have 5 of this and i want to have 2 reds, 2 green and 1 orange without textruing it one by one

sullen plank
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texture can be swapped

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but if you want indivisual control over the material, make it a submesh.

chrome sigil
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i have it!

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but now i dont knwo how to add bump mask in shader graph if is it even posivvle

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posible

misty lantern
chrome sigil
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i needed to make new project

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something was wrong in old one and nothing was working

misty lantern
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Setting everything that's metallic to be fully smooth and fully black is what the nodes there do, and that was the issue you were having

chrome sigil
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can i now add here the heigh map?

misty lantern
chrome sigil
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if i want to have uv for light map i need to unvrap again in blender? i knwo it can overlap so light map uv can be difrent than normal uv map? cuz my normal map have some elements that are overlaping

misty lantern
winged obsidian
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Does a single AssetPostprocessor get constructed for each individual asset being imported?

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I want to do the following:

  • In OnPostprocessGameObjectWithUserProperties, attach a component for each object with a specific piece of user data
  • In OnPostprocessModel, configure these components in a way that depends on how many components I added

I already have this working fine, but I'm curious if I could get away with storing data in my AssetPostprocessor class

#

e.g. to count how many components I added

#

It looks like a new one gets constructed for each asset

thorny spire
#

Does the buildings fit to our overall look of the game? Ignore the mountain on the right for the time being.

We would be very happy to receive some feedback regarding the art! ♥️

thorny spire
#

@misty lantern posted there, my bad

dawn token
#

Hello everyone 🙂 I would need your awesome help to save my day.
so this is what I managed to get to so far in replicating my blender import to have the same lighting but im just missing something (im a unity noobie so excuse me) What do you guys think I would need to realistically add to get to replicate it perfectly. Any and all help is welcome

misty lantern
dawn token
#

oh okay i never encountered these 2 yet

#

right now i managed to get it to this point

#

its pretty damn close, but i still have a few things that are off, like the sides of my continents are black instead of being more white-ish

misty lantern
dawn token
#

yes I have managed to find that and there are already 3 basic presets

#

its this if im not mistaken right?

#

"Blender's HDRis are somewhere in the program's files, which you'll need as a cubemap texture into a sky material"

this i don't really understand, definitely the lack of experience on my side speaks here

misty lantern
dawn token
#

yess precisely

#

i was always wondering if there was a direct way to use it or like replicate it since its there by default, or am i dreaming too much ahaha

misty lantern
orchid prairie
#

can I ask a question about blender in here? tried asking in blender discord got completely ignored no help what so ever.

flint sentinel
#

Hey, is there a way to make it so that textures are imported with correct max size set automatically?
It's really annoying having to go through all my textures all the time and set the res manually, I sometimes even forget to do so leading to issues.
I tried playing the the NPO2 setting and uncapping the resolution by setting it to 16k, but then all my textures were just set to 16k :/
Please @ me and thanks in advance!

flint sentinel
flint sentinel
misty lantern
#

Not being able to compress NPoT textures is a big downside, and they are harder to use in some contexts like effects as the aspect ratio of the texture is arbitrary

flint sentinel
misty lantern
#

The best NPoT scaling option varies per texture, if it's applicable at all

#

With sprites it's not as important as you can use Sprite Atlas which compiles them to a PoT texture automatically

flint sentinel
#

I see, but is it fine to just set the max texture size to 16k and import all my textures, regardless if they are 128x128, 2048x2048 or anything, and just let the unity handle it?
From what I've seen on the forums, this should be fine but idk.

#

As for scaling, since I am working with textures for materials, I decided to go with ToLarger as it seems like a safer option.

misty lantern
#

Conventionally textures for materials should be square, or at least PoT

flint sentinel
flint sentinel
raven elm
#

I'm trying to apply this decal texture using URP Decal Projector over a large surface, but as I increase the scale, it starts getting blurry around the edges. I tried using a higher resolution texture, but the problem still persists. Is there a way to apply this decal texture over a large surface without making it look pixelated/blurry?

#

This is how it looks when I increase the scale

potent wraith
raven elm
#

Nope, as I increase the width & height of the decal, it starts getting blurry

potent wraith
#

How big is the texture?

raven elm
#

4096x1840

misty lantern
potent wraith
#

Yeah, upscaling is probably not adding any detail.

raven elm
#

Is there another solution to this? I can't apply this in any texturing program as the ground itself is using a tileable texture

potent wraith
#

Getting a good high res texture would be the solution.

raven elm
#

So, like twice the size of what I currently have?

misty lantern
#

You can increase Max Size liberally, and set NPoT resizing to None

potent wraith
misty lantern
#

The texture itself could be blurry too, especially if you've been resizing it outside of unity

raven elm
#

The one I'm currently using is an upscaled version of the original texture, which I got from Freepik

#

I used AI to upscale it

raven elm
potent wraith
misty lantern
raven elm
#

I might just remake the whole thing in Photoshop I guess

misty lantern
#

First you have to confirm Unity is not resampling and downscaling the texture at import

#

Otherwise none of your solutions will have any effect

raven elm
#

What does "Virtual Texture Only" option do?

potent wraith
misty lantern
flint sentinel
#

Not sure if this is the correct place to ask, but what's the correct baking order?
I have lights, reflections and APV.
Please @ me and thanks in advance!

misty lantern
#

Only reflection probes can be baked separately from other types of baked lighting, but they're also baked if everything else is generated

flint sentinel
#

I see, good to know, thanks!

misty lantern
#

@raven elm Anyway once you know what import settings do and they aren't simply nullifying all the changes you're making to the texture externally by shrinking it down, you will know if the high resolution is enough to solve your problem and if the texture memory cost is acceptable

#

Or if the color is overlayed in some way rather than alpha blended, it'll mix in more gracefully and the blurriness won't be so jarring
It'll be fuzzy more like actual paint on a grassy surface would be

#

Alpha clipping will make edges of transparency sharp, but still produce some jaggies on angles if you look close enough to run out of resolution
If you get into shaders and SDF textures, the sky's the limit for improving the rendering using various techniques
Like Valve's decals mentioned in the article

raven elm
#

Nothing I did is working out. I'm completely out of ideas. My goal is to essentially apply the texture over a large field, be it via decals or any other method. If anyone has any suggestions I would highly appreciate it

#

How do games like FIFA do surface decals?

potent wraith
#

Open it in any image editor and zoom in the same way as in the editor.

raven elm
#

Yup, it was blurry at start, but then I recreated the texture using shapes in Photoshop, and the issue still persists

potent wraith
#

What resolution is it now?

raven elm
#

It's jus that the size of the decal is too large

potent wraith
#

And are you looking at a png? Or vector graphics in photoshop.

raven elm
#

I retraced shapes over the PNG & then exported the output

potent wraith
#

And did you try opening the output and zooming in?

#

Can you take a screenshot with a similar view you had in the editor?

raven elm
#

It's the same

potent wraith
#

Open the texture in an image editor/viewer, zoom in the same way and take a screenshot...

raven elm
potent wraith
#

Is that the png?

raven elm
#

Yes

potent wraith
#

Okay. Try using a point filter on the texture.

misty lantern
misty lantern
# raven elm

If this is viewed at 100% resolution, it is so blurry to begin with that nothing you do in Unity can un-blur it

fluid oak
fresh olive
#

Hey all, i'm making some promo art for my asset store submission, but i feel like it's hard to keep it fun all while talking about all the technical stuff. I detailed integration in the documentation, but i'd like to know if this is enough info or if i should add more into these covers.

fluid oak
#

It is very googleable.

misty lantern
gusty pasture
#

Alternatively just cut it up into multiple textures. This is a lot of area for one texture to cover.

#

Or use alpha testing instead of blending

dense oar
#

How do I change the material a terrain is using? Its locked out and I can't find any way to switch it.
I am trying to replace it with a terrain material derivative that uses toon shading instead of real shading on its light/shadow, but I can't change the shader material

#

Oh setting Inspector to Debug will let you access and change the Material field directly

fluid oak
gusty pasture
steady viper
#

Theres a lot of wasted geometry in the region below that would never be visible in a game, would it at all be possible in Unity do something where the mesh could be clipped, removing most of those points (which I expect could increase performance)

As I know where every piece is going to be instantiated, that makes it possible for me to know at what height the piece is going to be underground (ie I know where those black lines will be on the piece before it exists), when I load the mesh I could immediately clip the unused geometry from it

gusty pasture
#

Not worth the effort

steady viper
#

I take unity already helps performance when it comes to mesh data that isnt visible

gusty pasture
#

If part of the mesh is visible it'll render the whole thing

#

But we're talking, what? A couple dozen vertices per pillar?

steady viper
#

They will be higher quality models later on, but when I'm at that point I'll have worked on other ways to improve performance

#

but the moment theres a bit of a performance hit that isnt a big deal, but I thought it could be nice to speed things up just a little

dense oar
#

What are possible reasons why my Render Texture turns dark dark brown when the camera capturing it is in Orthographic mode?
The small preview isn't dark brown, but the resulting Game view is

#

The terrain seems to go brown in Orthographic mode the larger it's size is, but only in Game view, and only in Orthographic?

#

What are possible reasons that could be causing this?
There are no custom assets in the scene, its just a stock terrain, stock camera

#

Im notcing even the grey default square is going brown, its not the terrain, its something to do with the camera im guessing?

#

The problem changes when I adjust the size of the unity viewport? That's extremely wtf, I have no idea why changing the size of the viewport would change how the assets are being rendered

#

Am I missing something about orthographic cameras that would cause this? I can't find any answers on the net why this would be happening or how to prevent it, it seems like no one else has this issue? So it should be fixable?

#

oh I found the problem UnityChanThink I forgot I had a sobel filter edge detection in the render pipeline, somehow this was the culprit

#

it was me all along

misty lantern
# steady viper Theres a lot of wasted geometry in the region below that would never be visible ...

Two reasons why it isn't worth doing
With opaque geometry, rendering something that's obstructed is typically skipped in fragment stage
Another is that loading the mesh for drawing is generally more expensive than the drawing itself, which is why gpu instancing can be so cheap as it can draw it many times after loading it just once
To know what to "clip" would require loading the mesh anyway, and analyzing and modifying it in a way that's easily more expensive than simply drawing it would be

misty lantern
dense oar
#

yeah i'm going to have to re-write or find a new edge shader for my needs, working on that now atm

shell sparrow
#

If this isn't the right place can someone point me in the right direction. I'm, a beginner (1st full year on and off with Unity). What am I doing wrong?

#

I keep getting an error for 'hips' even though there's only one hip bone. I've triple checked all my bones to make sure they were correct and not duplicated.

misty lantern
dense oar
#

How do I add more Renderer pipelines to a camera?

#

I need one specific camera to have its own renderer pipeline because I need JUST that ONE camera to be low resolution, and do shader post processing on its output Depth and Normals

#

which you can't do with a render texture because RTs dont contain normals

#

I can't fnd any way to achieve this look while not completely downsizing my entire game and applying these shader effects to EVERYTHING, I want to apply them to JUST specific assets, and they only work if the render size is very small

#

which are problems I haven't been able to figure out how to overcome

#

like the outline needs 160x90 size to work with to give 1px, you can't feed it a res-sized up res 1600x900, it won't outline right, it HAS to be a small resolution

#

I've tried render textures, materials on a raw image, URP full screen render passes, so far nothing has worked to get me that look

#

oh I found it, you add them through here

dense oar
#

Does anyone know what outline algorithm produces outlines of EXACTLY 1px?
So far I've tried robert's cross, laplacian, sobel, but all of them seem to at minimum do pixel borders of 2px

#

There are lots of good edge detection algorithm pages online, but for some reason they keep producing 2px+ borders, so I am also starting to wonder if some part of my code is wrong and its not the detection itself at fault

dense oar
#

Sure thing

vast matrix
#

where can i start to look for avatar changing in real time? (3D project)

lets say "hairstyle" , theres no way we will store a full avatar for every variations right?

#

like if theres 10 hairstyle, 10 face configuration, no way i would save 100 avatar prefabs right? i will only change the part (hair,face...etc)

#

where can i start for researching?

misty lantern
#

There are dozens of different techniques that can be utilized, and each game uses them a bit differently depending on the costumes' requirements

#

It's also kind of a chicken-or-egg problem because your costumes and body variance determines the tech you need, but the tech you have determines what kind of costumes and body variance are possible

#

But generally all of the techniques are working to improve your ability to swap parts of the character, and to prevent conflicts

#

The basic task is to separate the character to swappable parts, such as your face model and the hair model in a way that lets them follow the same rig's weight mapping seamlessly

vast matrix
misty lantern
raven elm
#

https://www.youtube.com/watch?v=e3VkIGcBVO4 Does anyone have any ideas on how I can achieve an LED like effect on a surface? My goal is to have a PNG ad strip I made scroll over time with an LED effect on top of it

We are specialists in creating LED advertisements and this video showcases a selection of a wide ranging commercial LED ads we've produced over the past few years ranging from simple logos and branding to complex activations and events. We have created content for almost all major Australian stadiums and other local and international venues whic...

▶ Play video
#

So far I have a basic Lit material with the texture assigned to emissive & bloom applied in post processing, but it doesn't look realistic enough

misty lantern
raven elm
#

It's in URP

#

OK, I will post the question there

plain orbit
#

guys uh

#

how do i fix legs being broken

#

used automatic weights

misty lantern
dense oar
#

What are possible reasons why these two new properties don't show up in inspector? UnityChanThink

#

I just added them myself, Im expecting it to look something like this, this is a totally different shader I am trying to copy elements from, but when I add it to my own shader, nothing shows up in inspector. Is there an extra step?

#

Ah I found the problem

#

there was a custom editor defined at the bottom of my version of the shader that was blocking the fields

misty lantern
dense oar
#

What constitutes an art asset workflow question?

#

This wasn't like shader code, it was just the inspector

misty lantern
dense oar
#

Oh okay

misty lantern
#

Shader channel was merged into Rendering forum, and even if shader inspector code isn't shader code per se, it's categorically the same
Understanding of custom shaders is needed to solve that issue so that's who you want to see your question

red shoal
#

Hey, how do I make sprite sheets not clog my search results with hundreds of sprites?

misty lantern
#

Additionally you should use precise naming conventions and folder structures so you can include/exclude them as search filters

#

The project search has probably many features that'll help

#

But most likely you'll want to focus on what makes narrowing down the search easier for you, rather than hide assets from searches

#

In production projects asset filenames tend to be full of prefixes and suffixes to give the most precise information about their use, and to allow them to be filtered in searches

flint sentinel
#

Hey, I was wondering if builtin urp materials support multiple uv maps?
We overlap uv maps a lot to save up space and lower the texture resolution, however, that introduces major issue with AO.
I was wondering if we could somehow utilize a different UV map for AO?

gusty pasture
flint sentinel
gusty pasture
#

Seems like a good idea

#

In fact, Unity offers a built in tool to generate a separate UV set for lightmapping which would otherwise run into the same issue very often

flint sentinel
#

Thanks for the response.
Would be neat if builtin ao offered this aswell, it's the only other builtin map that requires separate uv afaik.

sullen socket
#

Gday everyone, I wanted to try something different than pixel art for once so I decided to practice normal art, I wanted to make some game art but I wanted to know what resolution is best for this and also how to slice the sprite sheets on higher resolution , like if there’s a difference. and do u all have any tips on this?

fluid oak
vast spindle
#

so i have this model of a room here, everything works fine, i can bake lighting and it works, but if i cut this hole into a wall for a doorway, suddenly the light baking doesnt work at all

#

and it just does this

#

how do i fix that

vast spindle
#

ok i kinda fixed it by just remodelling the shape

tribal pivot
#

did you unwrap them properly

eager jetty
#

_ weapon _

#

I think there's something missing

#

tryna figure out what is it

cloud beacon
sage mauve
#

i did download this tileset but dont get it how to slice it because everything has diffirent shape and size any advice?

sage mauve
#

when i slice the column with reference of single grass block (circled in red) i got gap (circled in blue) . advice?

misty lantern
misty lantern
sullen plank
sage mauve
sullen plank
#

End piece tile is the one you mark in the RuleTile to not have anything after it

misty lantern
sullen plank
#

They don't have to be uniform as well, as long is anchor set to the correct place

#

for an end piece it's fine to not be uniform.

sullen plank
#

This is end piece from right and left as well

misty lantern
#

Well it's for a 32x32 grid but not all tiles are 32x32
For eample the trees

sullen plank
#

It should only conform to other 32x32 tiles on the bottom where it connects

misty lantern
#

These would both be valid options for a 32x32 grid

sullen plank
misty lantern
#

Tiles are allowed to extend outside grid cells in Unity

sage mauve
#

i just affraid to tile collider

misty lantern
# sage mauve 32x32 looks like this

These don't conform to the same grid as other tiles
If you want to work off of a 32x32 grid, it's better to start by slicing the whole sheet by grid size, then modifying
That said not all tiles on the sheet conform either, which is likely the author's mistake

#

There's many ways to slice a tileset, but important to note that Unity's rule tile tool example is designed to work with just one particular type, if you intend to use that

sage mauve
misty lantern
#

If it's "Sprite" the sprite slice's physics shape will be used, which you can modify to be any shape

#

Helpfully Custom Physics Shape is per sprite, and tile Collider Type is per tile even if the tile re-uses the sprite
So you have a lot of control

sage mauve
#

its 3 am rn i will explain later

#

brain.exe cant work

cursive pagoda
#

Is there any way to make texturing in blender less painful or is it just a do it over and over until it’s easy thing bc I hate the blender texturing stuff

fluid oak
eager jetty
misty lantern
sage mauve
# misty lantern What does that mean?

As you know, before adding tile sets to the tile palette, we cut everything into equal sizes to avoid problems. But in this tile set, everything has different size . Most likely, the tile palette will get messed up.

spark schooner
#

If I am making a 2d game and decide to go for top down pixel art it will be really hard for me to use Non-pixel art for my ui and items right ? (I have zero design knowledge)

misty lantern
misty lantern
spark schooner
misty lantern
sage mauve
misty lantern
#

It's a 32x32 grid, but some tiles have overspill which can be included in the tile
Or make into separate outer border tiles which would've been done in engines that don't support toiles going outside grid cells

#

Start by slicing 32x32 using the "by size" option

sage mauve
misty lantern
#

It makes the correct grid automatically

#

you picked a rather annoying tileset but it works

#

It doesn't have every type of tile and has a lot of redundant repetitions
Grassy corner step pieces are off by one pixel as I mentioned which can be corrected by moving the slices
But they are missing the top grass so the grasses have to be their own tiles unless you edit the tile sheet

misty lantern
sage mauve
sage mauve
#

its the same

misty lantern
#

And you cut off more than half the tiles in the process so I'm not sure how you intended to use it as a tileset

sullen plank
#

Tree is not for slicing, should be treated as a sprite or single tile. Also might want to move it out from sprite sheet.

#

That sprite sheet was not packed for application ready use, just thrown together.

misty lantern
sage mauve
#

are you think they are 4 diffirent sprite or 1 ?

misty lantern
#

Why the lime green bush is offset half a tile I don't have an explanation for
There's more than one mistake on this sheet

sage mauve
misty lantern
#

Yes

misty lantern
#

One of the log tops is spilling over as well, but it's a duplicate

sage mauve
# misty lantern

i dont get it what are those exactly i will let hem exits but not going to use them

misty lantern
sage mauve
#

oh

misty lantern
#

Without it you get a gap

sage mauve
misty lantern
#

You still have the tiles with erroneous offsets there, so some of the pixels are now on unique tiles that shouldn't be there

sage mauve
#

is unity count them like this

#

also for no reason i start getting errros

misty lantern
# sage mauve is unity count them like this

Yes, like I keep mentioning the author of the tilemap didn't place them all correctly, which is why the stair pieces have one pixel offset, and one of the logs has too
Which is why you need to move them about one pixel

#

And delete the problematic log tiles entirely because they're duplicates

#

If you want the lime green bush to work, move its tiles half a tile up or down, remove the newly empty slices and add one for the top or bottom whichever needed

misty lantern
sage mauve
misty lantern
sage mauve
#

man i feel awful asking everything

#

thank you

dense oar
#

How do you rename terrain layers?

#

XY problem, what I actually want is I need a way to get a unique data identifier at X location on the terrain, and I figure the easiest way to do that is poll what terrain is painted there
But I thats hard to do when they all have default names instead of descriptive names

#

the first two have the same name for example and I need unique identifiers

#

oh they exist as a weird nothing asset in a random folder 👀

magic estuary
#

I setup a default TextureImporter. It's working fine but I found that all the sprites I imported have the same name, the name of the original sprite whose import setting I used to create the preset. Is there a way for the preset to name new imported sprites based on the name of the file that's being imported?

#

nvm, it fixed itself for some reason after I deleted all assets and imported again

abstract moat
#

quick question! do i have to delete decal projector materials when I am assigning a new material to said projector? I know this is how materials are normally handled like this to prevent memory leaks. im using Unity 6, URP.

abstract moat
# misty lantern "Assigning" how exactly?

so, from my understanding when you set a material on a meshrenderer you have to make sure to delete the previously instanced material that the renderer was using prior (please correct me if i am wrong). I was wondering if the same logic applies when setting a new material on a DecalProjector? I hope this clarifies my question a bit more?

abstract moat
misty lantern
#

Where does material come from in this case?

abstract moat
#

does projector.material not create instances like meshrenderer.material?

misty lantern
#

Modifying the Renderer.material is a shorthand to using new Material
If you don't need a material instance to modify you'd use GetMaterials() SetMaterials()

#

And if you do need to modify the material in an instanced way I'd use new keyword instead to be clearer about what the intent is

#

Renderer.material and Renderer.sharedMaterial are a bit too inexact to be useful for anything important in my opinion
I feel like I've assigned sharedmaterials using .material without it creating an instance but I'm not sure

#

Documentation suggests .materials returns instantiated materials and .sharedMaterials returns shared materials, but the method pages seem to imply they return any materials

#

So it seems better that when a material instance is needed, the code explicitly creates one, keeps track of it and disposes of it when it won't be used further

abstract moat
# misty lantern So it seems better that when a material instance is needed, the code explicitly ...

that makes sense. and the projector works in the same manner too? it doesn't have the Get/SetMaterials function nor does it have a SharedMaterials property. when i interact with the projector's .material property, i get errors that suggest that i am modifying actual material asset instead of an instance of it. this makes it seem like the shorthand .material instancing that is used by other renderers isn't being used for decal projectors.

abstract moat
#

hold on, im gonna try messing with my shader and see if changing the properties to instanced properties fixes the issue. might be how i have it set up that is fucking with it

abstract moat
misty lantern
#

Documentation doesn't mention that the decal projector does anything with material instances so I assume it doesn't instantiate any materials automatically

#

DecalProjector does not inherit from Renderer so it doesn't have the same methods

lusty beacon
#

Alright so if I have to make normal maps for base texture atlases and some objects don't need normals and some do (we're going for weird stepped normals);

to avoid making multiple materials, should I make masks where I'll want the proper height maps, and make the rest of the atlas grey before converting the heights to normal?

#

does this seem like a logical workflow?

misty lantern
lusty beacon
#

I meant to say where I want to apply normals

misty lantern
#

In my mind when you are compiling a texture atlas, each object has whatever textures they need in their spot in the respective atlas
That means a neutral normal map / neutral height map if they don't need normal or height information

#

Not sure where masking would come into play

lusty beacon
#

No no

#

the textures have no normals

#

only base map atlases

#

I now need to make normals for each and they're already in an atlas

#

but some of the objects need normals and some don't

misty lantern
lusty beacon
#

I'm making the height maps to convert to normals.

So I'd make a mask around the areas where I don't want normals and just make them grey

#

before converting to normal

#

I was just trying to confirm if that workflow seemed reasonable

misty lantern
#

I guess, I don't know how you're compiling the atlas
Typically it's procedural so there's no need for masking
As long as the objects without the need for the kind of maps have correct neutral data on the atlas

misty lantern
#

For converting height to normal it only matters that it's solid flat I believe

#

If this stuff is changing in your project, it sounds it might be too early to be atlasing

lusty beacon
misty lantern
#

And need to be again if they change at all

lusty beacon
#

I know, I know

#

but the texture atlases are quite full, at least most of them so it's fine

misty lantern
#

Avoiding materials also is not worth doing prematurely
Or possibly at all if you have SRP batching

lusty beacon
#

it would be easier for me if I could just make the normals for the whole atlas and they don't need to apply it for materials that don't require them

misty lantern
#

Gotta measure that performance empirically

lusty beacon
#

well I gotta do it now so

#

also, I still need to place filter masks on the atlases anyway unfortunately because of how the textures were made and how the normals need to look

misty lantern
lusty beacon
#

ok so

#

they want normals that are not detailed, but just add the basic geometry.

So if you think of brick tiles, they would only want the normals between the bricks

#

but the textures aren't really made for this, so I have to do some value stepping, thresholds etc

#

to eliminate all the mids, and leave only the darkest darks

#

but different parts of the atlas have different brightnesses etc. so I really have to make maks where I step the values on just those parts (or edit the brightness or whatever) etc

misty lantern
#

So you have the base map atlas, but no tools to generate another one with the same coordinates for a different purpose?
Meaning you're left to paint over it by hand if you want to exclude any specific objects

lusty beacon
#

yes, bascially

#

I would literally just paint gray on the parts I don't want

#

unrelated to all the step filters etc

misty lantern
#

Right
Or white or black, probably doesn't matter

lusty beacon
#

doesn't matter in any case

#

so anway, all things considered, that seem like a reasonable way to do this?

#

probably more like the only way lol

misty lantern
#

I don't see an issue with it, even if it's a bit backwards to have to do that manually

lusty beacon
#

I know man, but I can't help that

misty lantern
#

If the atlasing is done simply by shared UV space, I'd rather look into making a baking setup for them in blender so it's possible to easily generate those masks and more if needed

#

But I'd only recommend that if that's a familiar process

lusty beacon
#

it isn't but I'll mention it if they wanna look into that

harsh dagger
#

Hi guys

abstract moat
pale tree
#

Hi, i am going to start making backgrounds for my game, I am using pixel art and the backgrounds need to be 1920 x 1080 to fit my camera and obviously drawing to that size is not easy, I just want to know how other people approach issues like this, should I just make a small cnavas and then scale it up in unity, I have the pixel perfect camera

woven dome
#

I'm not an artist so maybe I'm missing something but it's not obvious to me why it's not easy. What's the problem you're having with it?

earnest sparrow
#

how do i slice those uneven sprite evently so that my animation doesn't look janky

misty lantern
earnest sparrow
#

they are assinged to a pivot point, but that was in the editing software

earnest sparrow
#

aesprite

misty lantern
earnest sparrow
#

each square is 16x16

misty lantern
#

So there is no "pivot point"
Not that it matters much as Aseprite Importer doesn't support Aseprite's pivot point format

#

But they also aren't on a consistent grid either

#

If you were to slice them to a 32x32 grid, even with 16 pixels Y padding between rows, some 32 pixel columns would be next to each other, some not

#

Because some frames take more space than 32 pixels, you'd prefer to place them on a 64x64 grid

earnest sparrow
#

aight

fluid oak
#

You can also just manually place pivot points on some consistent point, such as a specific foot.

misty lantern
#

And when using Aseprite it's not necessary to export a sprite sheet, but an animation that gets converted into a sprite sheet

pale tree
#

hi might be a dumb question but I want a large camera size for my game, and I am using pixel art so my idea is to use a canvas a bit bigger then 1980 x 1060 to allow the pixels to look good and give the player a look of room to look. so my question is to have a bigger camera size and have my pixels all be one to one accross all assets i have to draw bigger background right?

misty lantern
#

You can have a pixel perfect camera reference resolution of 1920x1080 to be played on a 1920x1080 size window for a one to one pixel resolution, if that's what you're asking

pale tree
#

sorry what im asking is do I have to make a big canvas size for my backgrounds if im doing parralax backgrounds and want a big camera size

#

like is there a better way to do it as the solution I have found is to make my pixel art with a canvas of 1980 x 1060 which is obviously gigantic, it would work, but would take lots of time

woven dome
#

You're mixing unrelated things so it's still unclear what the actual problem is. If you're asking if you need to draw the backgrounds using 1980x1060 image size in whatever software you use to draw them, then no. If the pixel art's pixels correspond to 5x5 on screen pixels then you can draw them as 396x212 images and so on

vast matrix
#

i know UI billboarding can be done with simple transform scripts

but the best way of making a billboard UI image (image that will always facing camera in any angles) , is by shader right?

#

even this seemed a bit overkill with just one demand?

misty lantern
misty lantern
#

It's not overkill, but the cost depends on how many of them you need
Regenerating a Canvas with many elements in it is typically the expensive operation

vast matrix
#

so u cant tell whether they will have 10? 20? 50? or 100? , ofc they will not be active until certain condition is met

#

i would say maximum under 30 at same time? 30 seemed a bit lower than expected

misty lantern
#

I'd prefer not trying to combine them into just one Canvas, but you'll only know the difference if you test

vast matrix
#

it might be 30 now, but i cant tell i have other more UI world objects in future, so i played safe

misty lantern
#

So you might lose some canvas features if you use a non-canvas shader

vast matrix
#

i guess i gonna do it by scripts

late geyser
#

made some fluorescent lights 100% in Blender as a challenge. I normally use substance painter like a normal person, but I think I got pretty close to hl2-esq PBR with just Blender and some addons. The workflow seems to scale better at a large quantity of assets, compared to substance painter, which was the initial motivation of doing it.

cunning rivet
#

got a question about workflow - i'm coming from the programming side of things, if I wanted to make a handgun model for use with VR would the whole gun be modeled in a single blend file? or do the interactable components - slide, hammer, trigger, magazine, need to be modeled separately and "assmebled" in unity?

outer halo
#

It would be all part of one FBX file, you wouldn't have to do them separately no.

#

Of course they would be separate parts within the FBX file, so that you could move them.

cunning rivet
#

and by "parts" those are just separate "objects"/"entities" in blender

outer halo
#

Yep

cunning rivet
#

like i don't need to do anything special to declare them as such

#

great, thanks

#

3d is calling me. i can feel it.

sullen plank
#

!collab

lofty gladeBOT
# sullen plank !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

dense oar
#

Is there a 'general' channel or what is the next closest thing to that concept? I just need to get some eyes on something in an extremely casual way

#

I dont want to start a whole new thread just for someone who is around to get some eyes on this UnityChanThink

#

i guess unity-talk maybe?

cobalt pagoda
#

hello, for creating level should i make it in blender or directly in unity, my biggest concern when making it using blender is the integration for example let's say that the 3d artist placing bunch of vegetation if we export it to the FBX the tree will be count as different game obj instead of prefab, and if i try to make it directly in unity let's say that i hire some 3d artist and they never touch unity it will definitely slow down the process since they need to learn

glacial vector
cobalt pagoda
#

ohh thanks, this was for my project with friends, the one who making the level never touch unity before but have experience in 3d using blender

violet walrus
#

also it is possible to instance things in the 3d package and have them point to 1 mesh in unity

#

but yeah i would make parts to build a level in 3d pacakge and do the layout in unity

cobalt pagoda
#

yeah, my suggestion to my other friends is to make editor tools, to get vec3/pos of the mesh, and then replace those mesh with the new prefab, but yeah meaning that it introduce extra step

dusk quartz
#

idk what i am missing, does texture size node not work as supposed with _MainTex like sample texture 2d does?

misty lantern
quiet ibex
#

Hey guys does any of you have experience with selling 3D game assets?

dusk quartz
misty lantern
#

However there's a kind of a delay for the material to update after any changes to the shader

#

Going into play mode seems to allow the sprite renderer to correctly set the _MainTex in a way that's readable to the Texture Size node

#

I believe because texture size is not directly accessible to the GPU so there must be extra steps internally to deliver that information

dusk quartz
dusk quartz
quasi gulch
#

Does anyone here have experience with blender and unity?

gritty raft
#

note that VRChatSDK is not supported here, z

summer radish
#

Hey guys! I'm super new to unity and I need a bit of guidance. So I made a bunch of 24x24 sprites and everything looks fine when I throw them in the sprite editor. But when I try to make an actual tile palette out of them, they look super tiny and virtually unusuable. Any help would be appreciated!

valid basin
#

Hello I'm making a spacegame with ship size around 150m in Blender or even larger. I don't think it's
a good idea to use this scale in Unity because of floating point issues when moving the ship far away
so what is the best scale factor to use at import to scale it down to an appropriate size?

woven dome
#

That is usually solved with floating origin (the ship stays at (0, 0,0) and the world moves instead)

#

But if you don't use that the scale should be such that relevant objects are at most 1000-5000 units from the origin

valid basin
#

the problem with that is I don't have only one ship but more so could be a bit tricky and I was hoping to get around this by scaling it do you think 0.01 is to small ? because I guess at some point it's too small for the Engine to display everything correctly

woven dome
#

Floating point precision goes both ways, so if vertex coordinates are very small the model won't render correctly

#

For astronomical distances you need to do smoke and mirror tricks anyway. Having more than one ship isn't necessarily a problem

valid basin
#

so the general idea is that I have a point of interest like a Planet or sth an then you have like a space around it where you can go around. Its more like a RTS game and then you can like jump to different points of interesst so I was thinking maybe I can just move them to the origin but still with a ship of 150m I only have like 33times the ship length to work with so I was thinking of scaling it down but there must be a sweet spot in wich the Object should be scaled right ?

woven dome
#

Yeah, small enough that when you fly around it never goes further than 1000-5000 units from the origin

#

So it depends on how big the space is

valid basin
#

yeah I didn't yet decided a fixed size for the space or even if its fixed it was more like finding a good scale that gives me a lot of space and also a good range of objects being different size like a planet would be much bigger and also not to small so that the objects renders correctly but yeah like I said I don't know if 0.1 oder 0.01 is best ? like its difficult to say at best I take the smallest possible so I have enough room to work with

woven dome
#

You'll have to experiment yourself. Scale the model down, import it in Unity, put it in a scene a few thousand units away from origin and rotate and move it around. If it looks ok then all good

valid basin
#

ok will try it thank you

misty lantern
summer radish
misty lantern
#

If you redraw the tileset for a different size pixel grid, like 32x32, their resolution will be higher (and perhaps look more or less "jank") and so their import PPU must be 32 to not spill or cause gaps in the tile

#

Both those tilesets will fit their tilemap grid snugly, but the 32 pixel/PPU one will be of higher resolution and practically has smaller pixels and more of them per tile

summer radish
misty lantern
#

Which you can measure

summer radish
# misty lantern Which you can measure

How should I go about measuring it? Either way, should I move away from turning this sheet into a tile palette then since they'll all have a different PPU? And instead import them as individual images?

misty lantern
#

You sliced them by 24x24 grid and everything fits on that kind of grid so that's one indication the PPU should be 24

#

Otherwise you would select a group of pixels the size of what you want to be one "unit" or tile in your drawing program and see how big of an area that is
Most marquee tools report the selection dimensions

summer radish
misty lantern
#

I did not see you mention what the PPU was, or what you changed it to and what the result was
Or if you already painted in scene using the tiles and it looked either right or not

#

I don't know if you specified a non 1x1x0 tile palette size, or grid component size

summer radish
summer radish
summer radish
misty lantern
#

Just to keep things standardized and sensible (although there are some specific reasons to have non-1,1,0 grids, like quarter-tiling)

#

Tile palettes have the same property, which you probably want to set to the same values as your scene grid even when 1,1,0
Automatic sizing can do weird stuff sometimes, and will do if you have sprite slices of more than one size in your tilemap sprite sheet

summer radish
misty lantern
crystal crag
#

not sure where to ask this, but why do my lights cause this?

crude hawk
#

does anyone know any good topdown (or angled but not isometric) pixel art environment packs (ideally a 64x64 dungeon environment)?

tribal pivot
crude hawk
tribal pivot
crude hawk
#

It's also weirdly difficult for me to describe it

tribal pivot
crude hawk
#

Thank you I'll take a look through these!

marsh crystal
#

Does anyone know how to make unity keep the image texture look the same as it looks in blender ? Like i can take a image and put it on something in blender but the image looks completly different in unity, the scaling is way off

rotund minnow
#

Could you elaborate on the difference

marsh crystal
# rotund minnow What do you mean?

I found out, I was trying to put a image from Google onto an object in blender and then export it to unity, but when I exported it to unity it was all stretched out and blurry but I found out how to fix it

rotund minnow
#

It defaults to auto

raven elm
#

How did they achieve soft & fluffy grass like this without taxing the system too much? There's even a lot of small grass blades as it's visible in the sillhouette

misty lantern
fluid oak
stuck sparrow
#

Anyone here working with a Blender-to-Unity pipeline and putting all of their game's models into one big .blend file, using separate collections with per-collection exporters?

#

I'm just looking for opinions on this type of workflow. It's working reasonably well here (I'm exporting each collection as FBX etcpp.), and it gives me the advantage of having one big 3D workspace to work with, seeing all my game's models in relation to each other, and so on.

#

Only issue I have is that when I tell Blender to export all collections, it'll happily generate new/changed .fbx files even for collections whose content didn't change at all, which is a bit annoying with version control.

#

I'm just trying to find out if what I'm doing here is for some reason insanely dumb, and I should be doing something else instead.

thorny badger
#

I'm just trying to find out if what I'm

raven elm
#

I have been given the task to create a realistic cricket stadium with this as the reference. I have to make sure I make the field look as accurate as possible to the reference. From what I can understand, this will be a mix of custom decal textures projected on top of a base realistic tileable grass texture, but I dont understand how I will achieve it

#

Moreover, I'm having issues with the normal blending of decal textures

stuck sparrow
#

You sound much more advanced than me, I have no idea what I'm doing here tbh :P

#

If you're asking about per-collection exports, just create multiple collections, and in the collection tab in properties you'll be able to configure an exporter just for that collection. (It's a relatively new feature)

tribal pivot
misty lantern
atomic junco
#

hi, im trying to get a tileset into my game but when i try to slice it stuff nearby ends up bleeding into tiles where they shouldn't be. on the right are my settings

#

the original tileset was too small so i sized it up in aseprite (i think this is where the issue is coming from but im not sure)

#

any help is appreciated

#

nvm, i think i found the solution by increasing the max size

neon hazel
#

For realistic brick walls, is it best to use a flat model or a more complex one? Will good textures carry the realism far enough?

stiff mirage
misty lantern
# neon hazel For realistic brick walls, is it best to use a flat model or a more complex one?...

That by far most depends on how close the observer should be able to look at them
The second most important thing is what you consider "realistic" personally
If it needs depth up very close then in addition to geometry (typically with LODs), tessellation, parallax / parallax occlusion mapping are useful tools
But if it's not seen at an arm's length or at glancing angles in sharp lighting, these methods may not be as necessary

polar glade
#

Question about working with artists:
What is a recommended way for artists to share models to programmers to use, while in the same team?

Like we're doing a school group project with artists, and currently our workflow is that we programmers teach the artists how to use github desktop & unity, and show them where to upload the models and stuff in the unity project itself

#

I'm wondering if there's a better way? some kind of tool or something that I haven't been able to find info about?

misty lantern
# polar glade Question about working with artists: What is a recommended way for artists to sh...

Learning Git is good and useful, but only if they'll need that skill
In practice it'll only skip the effort of importing the assets if it's up to the coders to implement them in engine anyway
If the artists will also then do tasks within Unity, then it'll be more worth the trouble to teach
But if they work functionally separately then whichever file sharing service that seems most convenient will work

polar glade
misty lantern
#

Yes

#

So if the artists won't need Git later in life, any cloud service would be the better option by virtue of being familiar and skipping the effort of learning/teaching

polar glade
#

What would you recommend as an example cloud service to use?

I have at least 1 artist who's not interested in touching Unity at all (so I don't see the reason to show them how to use Git for an example)

misty lantern
#

Any that's familiar and easily available, like Google Drive or OneDrive typically
There's more specialized cloud storage services, and more binary asset focused version control software, but with them you're quickly moving away from simplicity of Drive, and from ubiquitousness of Git

#

And also decreasing the likelihood that the service is offered for free

#

There may be some "obvious" alternatives to Drive for project asset use, but someone else will have to recommend those
I've only had to choose between the two options of "teach Git / a real VCS" versus "don't spend any effort at all and just get it done with whatever cloud storage is at hand"

polar glade
#

I think i'll probably stick with what we've done so far, because it doesn't really take that much to teach git (at least the desktop app version)

#

plus it's good for the artists to have an extra skill set if they wanna stick to movies or tv shows as they have been so far

young dawn
#

Hi guys, I'm a complete noob at Unity and wanted to ask a specific question about rigging.
I want to use these free assets and rig them in a way where each part will easily be replacable with a random one, just basically mix the characters all over the place with each body part. How hard is this to do and what exactly do I need to do to achieve that? 😄 (IDK if this is the right channel to ask in)

misty lantern
young dawn
young dawn
misty lantern
young dawn
# misty lantern What tutorials are those And have you looked at the official documentation

Game Dev Brotherhood: https://www.skool.com/game-dev-brotherhood/about


TIMESTAMPS
0:00 - Intro
0:22 - Step 1 (sketching)
0:33 - Step 2 (Refine)
1:14 - Step 3 (Importing)
1:42 - Free Game Dev Course
1:59 - Step 4 (Placing bones)
3:10 - Step 5 (Weights)
4:31 - Step 6 (IK Controls)
6:20 - Step 7 (Animating)
7:57 - Step 8 (Challeng...

▶ Play video
#

im watching this but for some reason now around 5:20 when I'm trying to add this Effector, my bones don't work like on the video, I can't stretch it along the arm and when I 'Create Target', I can't move the arm around like the person does in the video

#

What's the best 2D rigging tutorial in your opinion, something up to date as well? 😄

fluid oak
young dawn
fluid oak
#

Not off the top of my head

#

I'm still using an old version of the package, myself, for my main project.

#

The one you linked seems ok at covering the tool, they just are bad at rigging.

fluid oak
#

Though depending on your needs you don't necessarily need best practices.

raven elm
#

I created the overall texture for the field using a mix of decals & tiled textures, but now I'm facing issues with creating the actual pitch. I need it to blend with the grass texture, but I can't find any such texture online. Anyone got any ideas?

#

I'm unable to figure out how to make the pitch decal texture blend with the ground

timid umbra
#

anyone happen to know how do i import file from blender, im having trouble. the white part are image textures

misty lantern
timid umbra
gusty pasture
#

Blender does not have Unity's shaders. It can't create or match Unity materials with full accuracy, even if some of the basics can be mapped.

timid umbra
#

but the problem is not the texture

#

its the image dissapeared

misty lantern
eternal acorn
#

any ideas on why my leaves aren't fully transparent?

muted fjord
eternal acorn
glacial totem
#

Alright, lets get into something weird. I'm making a 3D tileset, but the game I'm making is pretending to be a pre-rendered 2D game. Here's an example of what that looks like:

#

I want to be able to model the tiles as cube-shaped as possible, but that will cause trouble when we get to things like these stairs, that have to be seen on both sides.

#

This cabin is also a really good example:

#

I've been getting a sense of how this would work. If the face of the cube/tile is static, but the back of the tile is scaled up and/or moved around a bit, I can achieve the desired shape. My question now is, what's the best approach to doing this for an object I'm going to treat like a tile-set in Unity?

#

The first step would be to detect all of the nearby tile objects so that I know what the nature of it's transformation will be. I'm just not sure how that transformation should take place.

Should I scale/move the vertices along the camera-facing axis?

Should I animate the 3D cube in blender, making each possible shape it's own frame of animation that the object could be set to in unity?

#

Those are the two ways I think I could do it. I still don't know if there are other ways, or in any case, how I should

fluid oak
#

When you say a 3d tileset, you mean that the tiles will be 3d, or that they will be renders of 3d objects?

glacial totem
misty lantern
# eternal acorn any ideas on why my leaves aren't fully transparent?

"Preserve specular lighting"
Alpha clipping culls pixels below the alpha threshold value entirely, so it hinders semitransparency
Not necessary for this purpose
Typically you'd use opaque materials with alpha clipping when you don't need semitransparency, or transparent with no alpha clipping if you do need semitransparency
Preserve specular lighting you'd use for semitransparent glass or membrane-like materials

muted fjord
misty lantern
misty lantern
# glacial totem Theyre going to be 3D assets entirely, but I need to stretch their back half so ...

There's no real type of orthographic projection that would match your reference
The farther side of the objects would be physically wider, and the projection would be typical orthographic
If you were to do it by transforming vertex positions instead, you'd have to scale the farther side horizontally relative to some point, like the camera, but that'd lead to a bizarre and nauseating parallax effect
Also, you notice that while the objects seem wider at the far side, the gaps between them seem narrower
That's doesn't make sense unless they are physically wider, and physically closer

somber oar
#

made my first ever sprite earlier today, hoping for some feedback
this is the protagonist, I wan't to have multiple styles unlock if I get that far so some ideas for that would be cool, or just general feedback

#

not sure how to make it bigger for discord lol my fault

robust yarrow
#

I wanted to ask a workflow question

Simple question: unpack or not unpack FBX models?

I have a humanoid character that has meshes, armature and animations inside.

But from time to time again we had to at least once change the fbx(UV, weight paint, extra bones, etc.)
I have found that dragging the character into the scene as a child of a game object. Then adding the necessary scripts, colliders and other meshes without unpacking was much easier than unpacking it at any point.

Replacing in the windows explorer was easier simple and kept project intact

How do all of you do, or how it should be done?

brave wing
#

any resources/ tips I can follow to make anime style shaders in unity

#

I made this in blender

outer halo
#

Learn about toon shading, or get an asset off the store that does anime style shading.

plush jolt
#

can anyone recommend me some lighting for games courses? Im specifically looking for urp.

brave wing
#

try udemy

stiff mirage
#

It has some on shaders, less so on lighting specifically

cobalt zodiac
lusty pelican
#

can anybody help me improve this sprite its for a game and its my first time doing pixel art please tell me what i should add/remove

plush jolt
#

anyother place i should be looking?

limber stag
#

Hey Y'all,
I'm curious if anyone has experience with vertex painting to blend between materials in Unity. I've built a few variations of the shader itself allowing the blending to happen and utilizing height maps to make a more believable transition, but I'm mostly interested in the workflow y'all have used in the past. Do you use one of the vertex painting tools that can be put in Unity (Polybrush or VertPaint for example), or are you doing your vertex painting outside of Unity in your 3D modelling tools? This is a workflow that I've never really found good reference material on, and in area I work professionally, this isn't something we would often need to do.
Image included as a reference from Dying Light: The Beast as there are multiple buildings with the exact same wear, even if base colours and whatnot vary slightly (which they appear to do). Broadly I am assuming this is done via vertex painting and blending materials as it feels wildly excessive to have this actually unwrapped and manually painted.
EDIT: Additionally if you know of an alterative way this type of effect would be achieved please feel free to shed some light on that side of things

obtuse oyster
gusty pasture
glacial vector
#

It's not given that this is done with vertex paint. They could be using a mask map to blend between different features of the shaders. It's a way to get better resolution blends without dense geometry

#

That's my main issue with vertex paint. The other is that it breaks batching. Two identical static meshes with different vertex paint will not be batched together

lusty beacon
frank carbon
#

I had a question. Like I have a blender file with hand and gun rigged with animations of idle and walking only. I export it to unity in fbx format. But few days later I want to add another animation of running and climbing do I need to import it again? And like is there some way it replaces the current Gameobject placed in scene or like update itself automatically without need to place it again in scene and creating scripts and animation controller again?

signal coral
#

are people using git LFS for holding your texture atlases and whatnot?

#

or rather, at what scale of asset development would LFS be required?

potent wraith
floral topaz
#

Decided to do some optimization trickery, it aint one to one but damn will is save triangles

#

trying to improve the performance of my room

misty lantern
floral topaz
glad rune
#

is SpeedTree actually still down?

#

I just straight up can't use the program because they've been twiddling their thumbs for a month? tf?

glad rune
#

I mean, asking "it it working yet" isn't going to do much besides annoy them. I emailed support for a temporary key.

misty lantern
#

Pretty wild if an always online tool has been offline for a month

glad rune
#

the website is up, but they aren't allowing new purchases and the website is super broken rn

#

so anyone that wants or need to use speedtree can't export anything

crude bane
#

Hey guuuuys
I got a sort of finicky question about texture atlasses, if anybody here is a wizard about it

We've been using unity Sprite Atlasses for our workflow for the whole project for memory optimization, Now one of our TAs is coming back to report that we may have misunderstood something.
He says the original uncompressed, original size textures are still being included in the build, and the atlas is only for runtime RAM memory.

So if we have 3 1k textures with some dead white space in them but we made fitted sprites and atlasses those 3 into a single 1k x 1k texture, he says those original 3 1k textures are still being included in the build download size.

This runs counter to how everybody else on the team understood this to work.

  • Is this true?
  • If so is there some way to tell unity to discard those originals and only use the atlassed sheet it generated in the storage memory?
  • Does this belong in another channel?
potent wraith
# crude bane Hey guuuuys I got a sort of finicky question about texture atlasses, if anybody ...

You could probably confirm that in a build report.
That being said, theoretically unity only includes stuff that is expected to be loaded at some point of the game. If these textures are entirely irrelevant due to their color and metadata being copied to the atlas, I think they should not be included. If something references these textures, then they wouldn't just sit on the disk, but get actually loaded into memory. Which you can also confirm via the memory profiler.

#

Maybe ask the person that reported it of where they got that info from and/or how they confirmed it.

finite fiber
#

I'm not exactly sure if this is the correct channel to ask in, but does anyone know why I cannot apply prefab overrides here?

misty lantern
#

As such they can only be controlled by the asset's import settings

finite fiber
#

Okay! How would I go about fixing this? I'm not very good with prefabs so sorry for the vague question

misty lantern
finite fiber
#

I'm not sure to be honest. All I really want to do is override the prefab so that every instance of the spike has a collider

finite fiber
misty lantern
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This way the spike mesh exists inside the Spike prefab, and you can modify or even swap the spike mesh without the Spike prefab caring about it

finite fiber
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I would suppose the prefab with import settings is the model prefab?

misty lantern
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Yes, the blue and grey box with the black strip of tape on top of it

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Icon, I mean

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Now you can modify the Spike prefab in prefab context mode and changes will be saved
If you modify the prefab in scene outside of prefab context mode, the changes will be local overrides to that instance of the prefab, and you can "apply" the overrides to make them global to the Spike prefab

finite fiber
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Ok! I tried this and it seems like the overrides are applied instantly to the instances in the scene. They all have the collider but there are no overrides to apply. Would you say that's a good thing?

misty lantern
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You only need to apply overrides if you want to change the scope of the override

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Prefab 1 could be the parent of Prefab 2 and override Prefab 2's properties
So every instance of Prefab 1 contains a modified version of Prefab 2

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But Prefab 2 if used alone will not have that override

finite fiber
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I think I understand

misty lantern
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Applying that override from Prefab 1 will make it a permanent feature of Prefab 2, so even if used without Prefab 1 it will have that change

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Or also commonly applying per-instance overrides that exist only in scene into a prefab globally

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Scene per-instance overrides are the only context where applying overrides works like "saving changes"

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With nested prefab hierarchies it's not necessary to do unless you specifically want to change which prefab contains which specific changes

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You could have a "Spike Platform" that contains many of your Spike prefabs, but shrunk down
In that case you don't want to apply the smaller scale override from the Spike Platform to the Spike prefab because that change is only needed by the Platform

finite fiber
misty lantern
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@finite fiber Model prefabs are a bit less intuitive because they can only have unapplied overrides, as their structure is totally generated by the import settings
I find the best workflow is to let them exist in the prefab hierarchy as separately as possible, because they can change a lot if you modify the mesh or the import settings

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Like, your Spike prefab can place the collider component onto the Spike model prefab and keep it as an override, but if you later, say, correct the import scale from 100,100,100 to 1,1,1, the collider's relative size will change drastically if it's on that transform

last vine
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anyone here who worked with speedtree? the export is placing the pivot point at center of the tree rather than its bottom which is super annoying. is there a way to change that

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nvm found it's a unity thing

fluid oak
crude bane
crude bane
hoary oriole
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Ive been having some trouble with importing some assets into unity and having them work with a shader I created. The shader is for leaves to create some fun gradients and applies darker colors to the bottom of the object regardless of how it's rotated. I dont have an issue with the shader, but rather some objects that I import into unity do not work with the shader at all and cause it to not function correctly

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instead of the shadow color applying to the bottom, it just changes the obejct's color when it's rotated upsidown. This only happens with some trees I made in blender. when using a default cube from both unity and imported from blender however it works just as intended

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I used geometry nodes to create the leaves on the trees, but some trees work just fine, but others dont. Tree trunks also have this same issue for whatever reason. I applied all transforms, set face on normals, imported into maya and exported into unity with the same issue. I can export two objects with the same exact settings in blender and a default cube will work just fine with the shader but the leaves will not

fluid oak
crude bane
potent wraith
# hoary oriole

Honestly it's not clear to me from the video as to what the issue is. All of the demonstrated objects see. To behave the same to me.

hoary oriole
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On some it works, on others they're completely light and when rotated turn completely dark and the colors do not behave like shadows

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I fixed the issue though. For whatever reason applying transforms on the leaf objects completely breaks their ability to behave normally with the shader. I manually have to set their origins to 0,0,0

potent wraith