#🔀┃art-asset-workflow

1 messages · Page 28 of 1

potent wraith
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You could write a simple automation script.

fading vortex
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I've googled around looking for examples without too much luck. This almost falls under modding, because were this to be possible, it would allow users to drag/drop spritemaps into a folder and have unity dynamically import them as new assets.

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Which is something I also looked into without too much luck, heh

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For example when I drag/drop a subset of frames into the editor to make an animation file - I don't know what APIs would be needed to handle that.

potent wraith
fading vortex
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Good to know. I've been kind of surprised there aren't more resources or guides for modding type stuff, which would have clued me into this. Seems the preferred route is more... force folk to DL unity and use it to make asset packs for your game.

potent wraith
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It's modding. It's called editor scripts. And you'd basically look at the api docs for that.

fading vortex
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Ok

potent wraith
fading vortex
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Well I mean, I've written extensive editor expansions.

potent wraith
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Proper gamedev studios usually have people specializing in editor scripting specifically for the purpose of creating such tools.

fading vortex
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A map editor and I often batch-script other shortcuts like filling arrays and generating organized data.

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I just don't know the APIs for sprite/animation manipulation well enough at this point.

potent wraith
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Well, then you just need to look up this api in the docs. Either search through it manually, or ask AI chatbot for api that could be relevant, then look through it's docs.

fading vortex
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Amazing. I guess ChatGPT got familiar with this since I last asked. It did the whole thing in seconds and it worked w/o needing to change a thing? We're so cooked lol

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Even in my day job, I try to be judicious in my use of it. Figured it was still dumb regarding this. Apparently not.

late geyser
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It definitely has sped up my workflow, I used to do most of my convex hull modeling by hand

misty lantern
late geyser
merry nimbus
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Hi, I'm trying to import a psb file with a bunch of sprites each in its own layer group so that I can use it like a sprite sheet. However, when imported into Unity using the psb importer, I'm unable to slice all my sprites into equal sizes because unity ignores the empty spaces. Is there a way to make them be equally spaced in the sprite editor or do I have to just them out into a sprite sheet in photoshop manually? Any help would be appreciated 🙂 (I'm using unity 6)

misty lantern
lethal laurel
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Hi, I have a rigged and animated 3d asset made in blender and exported as an FBX into unity composed of different meshes. Is it possible to use the skinned meshes I have imported inside a prefab that already has the logic instead of adding the logic to the imported fbx?

lethal laurel
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for some reason I can only see the bones in the hierarchy and not in the project files

compact summit
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so i recently heard that mesh tessellation can optimize meshes by reducing the poly count in areas of your vision were u can't see the geometry in the first place but keeping the geometry at or near the silluette where u can see the sides of geometry high poly, now that sounds great but wouldn't that mess up the shading where the high and low poly geometry meet?

potent wraith
hoary kindle
# compact summit so i recently heard that mesh tessellation can optimize meshes by reducing the p...

If you mean it would cause seams between different tessellation levels as needs to be taken into account usually when implementing terrain chunking (with LODs) yourself, it seems to be taken into account already by the graphics api. Some example figures of tessellated geometry on Metal can be seen here: https://metalbyexample.com/tessellation/. Most likely other graphics apis uses the same or similar pattern

plush jolt
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does unity have an easy way to render outlines for objects?

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i followed a tutorial . but the mesh creates a double inverted mesh which will become expensive since i am using it on a slightly complex character.

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there must a simpler alternative.

potent wraith
misty lantern
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Or rather is the simplest if you don't consider grabbing an outline asset that does it with no extra steps on your part

potent wraith
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Thankfully, you don't have to use a complex material for the second pass. So you're mostly paying in vertex shader time.

misty lantern
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Vertices are relatively cheap
More likely you'd compare the cost of worse SRP batching due to swapping shaders from mesh to mesh during rendering versus rendering a wholly another pass and compositing it
Depends on how many objects there are

potent wraith
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Probably the only way to avoid it, is screen space with stencil in your actual material. But it's still a second draw in screen space.

potent wraith
plush jolt
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the asset is slightly complex

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and also the outline is kinda not working correctly

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it seems to be scaling from the center of the character rather than the pivot. Is there a way to change it?

hoary kindle
# plush jolt it seems to be scaling from the center of the character rather than the pivot. I...

That is exactly what multiplying the object space coordinates do which only works for very primitive meshes like cubes or spheres. One other common way to offset the outline is to move each vertex along the normals. That often works decently well for more complex geometry, flat shaded geometry being an obvious exception. Moving along the normals would mean this: objSpacePos = objSpacePos + objSpaceNormal * thickness

plush jolt
hoary kindle
# plush jolt i somewhat understand that statement. but i wish i understood how to implement t...

What you are currently doing is objSpacePos = objSpacePos * thickness (Outline Scale). The shader graphs are evaluated kind of backwards from right to left (the positioning of the nodes don't actually matter, only how you connect them). You are basically setting the position to a multiplication between the position and some outline scale variable. What you want to do instead is set the position instead to an addition between the position, and multiplication between Normal (https://docs.unity3d.com/Packages/com.unity.shadergraph@7.1/manual/Normal-Vector-Node.html) and some thickness variable.

plush jolt
hoary kindle
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Basically when you connect another node via line, only the value from the node on the left will be transferred through that line to the right. This means that the value of the node on the left (and any nodes that are connected to that node) must be evaluated before the node on the right is evaluated. The Add node for example takes in 2 lines, which means the values from the nodes these two lines come from are evaluated before the results are added up

open vine
misty lantern
# plush jolt the asset is slightly complex

The geometry used for rendering the outline doesn't necessarily have to be the same as the character itself
If there's a lot of polygons that don't contribute to object silhouette, they could be dissolved from the outline mesh
Aside from those kind of polygons on the face area, it's relatively low poly

frank eagle
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Hi, i am making a 2D game (not pixel art) but i am facing an issue. The outline of the image (a PNG file) once uploaded looks blurry. The image is created in Procreate and it's size is: 640W x 1280H (the idea is to downscale it to make it looks coherent with the game size). Once uploaded in Unity i have set the pixle size to 640 and set the compression to none, but stile the lines looks blurry. Can someone help try to understand how to properly export and import an image from Procreate into Unity?

fluid oak
frank eagle
fluid oak
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Are you atlasing it?

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Is the actual image size larger than the max image size for your platform in quality settings?

sick glen
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hi all, is there a way to enable wireframe on objects with a hotkey?

raven elm
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Top right of the scene panel, you can enable wireframe

tame matrix
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@fathom stag, two questions 1. Did you save the image after painting the texture? 2. What settings do you have in export? Can you show me a screenshot?

fathom stag
tame matrix
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Hm, hm, hm. I haven't tried vertex painted materials, but maybe this will help:

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In Unity there are those buttons to extract textures and materials, did you try to use them? For textures to show you need to use that, so maybe for your settings it will be similar?

fathom stag
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I could only do this through a custom shader, but the problem is that I can't use it with the nature renderer.

tame matrix
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Is there any reason you use vertex paint instead of texture paint?

fathom stag
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Maybe there are better ways, but I don't know about them.

tame matrix
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There is a process called 'baking textures', I am actually upset now with myself because I was going to make a video about it a while ago and I didn't do it. Basically it allows you to combine multiple materials into a single one.

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https://www.youtube.com/watch?v=wG6ON8wZYLc - this is the video I initially learnt about it from years ago

𝗪𝗮𝘁𝗰𝗵 𝘁𝗵𝗲 𝗡𝗲𝘄 𝗨𝗽𝗱𝗮𝘁𝗲𝗱 𝗧𝘂𝘁𝗼𝗿𝗶𝗮𝗹: ➡️ https://youtu.be/eE7FedDW2AI

In this Blender tutorial, I will show you how to bake multiple materials to one texture map.

I forgot to mention in the tutorial: Before baking any texture maps that are not contributing to the base...

▶ Play video
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This still works, as I still use the same process, used that in fact over last weekend

glacial vector
sick glen
glacial vector
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I'm everywhere 😄

deep jetty
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Is there a way to make the Substance Painter viewport rendering look more similarly to Unity HDRP? Some materials (especially metals) look very different.

glacial vector
gusty pasture
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Yeah, I personally use Substance preview more as a way to see if the maps have the right values. Then tweak the actual final look in-engine.

deep jetty
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I'll do the same, thanks for answers

nova gyro
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Anybody know what causes prefabs to just flicker like strobe lights?

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these are straight up albedo, no pbr, no emission, default lit shader(urp), did not do this the past 10 hours of work, now random things just start strobing

nova gyro
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seems to be random "dark matter" causing it, even in an empty scene. If i move the entire structure outside the area of influence of this bug, the flickering stops, if I move it closer, more of the structure flickers

maiden abyss
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I have a 2d sprite light that I'm trying to dynamically shape so it flows around objects.
I have a working mesh that wraps around the objects, but I'm struggling with applying it to the sprite light itself. Sprite lights don't take render textures. Is there any way I can dynamically alter the vertices of the 2d sprite light at runtime?

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Think FOV/flashlight

misty lantern
maiden abyss
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When I think about it, I guess my actual problem is that my lights aren't sorted correctly by Y axis.

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Which, it seems like maybe I can't? I find posts from 2020 talking about wanting this / unity thinking about developing it, has it been made possible?

misty lantern
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It's a more involved issue to solve than just Y sorting the light, I expect

maiden abyss
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I don't necessarily need the shadow casting though

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I'm mostly interested in resolving the see-through tall object effect

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If the light appears as if it comes "under" the object that's less of a concern.

misty lantern
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It would then seem to go through the wall under it

maiden abyss
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Yeah but the lights reach isn't very far so the effect would be milder

misty lantern
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And when you move below the wall's pivot, the wall should swap from being fully in shadow to fully lit

maiden abyss
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I already kinda have that working with some aggressive normal mapping, it's just that specific flashlight effect that breaks

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I might just have to block the player from walking behind tall objects, or not have tall objects like this to begin with, which would be a shame

misty lantern
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Normal maps can sorta work like that, but not horizontally, and also not when the light is over the wall

maiden abyss
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I'll take a look at that asset, thanks

maiden abyss
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Increasing the normal angle in the normal map significantly also helped

signal coral
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i'm trying to figure out how to get a sort of "transmissive" effect like when you have light being magnified through glass. i followed some tutorial on refraction (as a starting point) and the setup i have works great when the whole object is using the effect... but what if I want to limit it to just one part of the texture atlas using a custom grayscale map? it seems to behave differently and i am kind of not sure where to go from here.

on the sphere it looks like it properly is warping the scene behind it, but on the lamp where i have a map telling it where to enable this effect, it only appears to draw the scene at an angle when i adjust the IOR. here's the demonstration, and the shader graph (transmission map is really "refraction map" for now, and forget the tiling and offset part, i thought that might have something to do with it but those don't do anything now

misty lantern
maiden abyss
misty lantern
maiden abyss
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I read the description as "ask anything related to 2d, 3d or audio asset integration", but now I assume the intent behind the wording is specifically about "2d/3d/audio asset integration"

signal coral
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Channel directory didn’t really specify where shaders go that I could find but ok

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🫡

old steppe
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I have 2 complex materials (ShaderGraph) and I want to combine them into 1 (Like using Overlay node). Do u guys have any idea ?

abstract iris
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i think im in the right channel to ask this question. so why does this issue happens?

misty lantern
misty lantern
swift jetty
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idk if this fits in this channel, But I want to know why the number and the icon are blurry.
In the editor I see all ok.
The text is TextMeshPro.

misty lantern
swift jetty
misty lantern
abstract lantern
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Oh okay sorry about that

abstract iris
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i hope this is the correct settings to export a rigged model

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and also for the fact that theres an issue that doesnt exist at all

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there is no other bones that are named head which im confused on why it says that

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heres what im exporting just in case theres something wrong

glacial vector
abstract iris
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whoops wrong error

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yeah this one

glacial vector
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That's not an error that's a warning

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The question is whether the humanoid rig works as it should

abstract iris
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i dont even know to check if it works properly

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its my first time with this

glacial vector
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Then you should probably be following a tutorial

abstract iris
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i did specifically that

glacial vector
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search youtube for "unity 6 humanoid rig"

abstract iris
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alr

misty lantern
# abstract iris i hope this is the correct settings to export a rigged model

Don't recall off the top of my head if those are the "right" settings
I would use a script or a plugin to do the export right
https://polynook.com/learn/how-to-export-models-from-blender-to-unity
This page has specific instructions how to do it manually (though cloudflare is down now)
Most important is that you stick to a specific method that works well enough
You can always modify transforms and use parenting in Unity to use an imported mesh even if it isn't "correct" totally, but if you have meshes or particularly animation clips exported with different transforms they won't be compatible and can't effectively be used in the same animator

abstract iris
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wow

misty lantern
# abstract iris heres what im exporting just in case theres something wrong

If you have multiple different objects attached to an armature, I wouldn't export them together with the animations
FBX exporting attempts to create every action separately for every object, so you may end up with dozens or hundreds of junk animation clips
In Unity you want just one Animator Controller for the armature, and each mesh / skinned mesh attached to that armature
Not an individual Controller for every item as this kind of workflow would expect you to make

abstract iris
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oh that makes so much sense because i have multiple body parts that are not joined

misty lantern
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Maybe Blender's "bone parent" relationship can now be exported/imported through FBX but not sure
If not, you can try to make sure you have a default pose/position for all objects and parent them in Unity
With multiple armature deform parent relationships it may be more complicated, not sure

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It could be the same process as importing a collection of separate objects, but instead of repareting you'd define the skinned mesh component to use the same armature in Unity
Could be some pitfalls on the way, like how Unity's importer expects an armature has to be attached to some specific skinned mesh primarily

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Simplest workflow by far is to Join them and just export one armature and one skinned mesh

abstract iris
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alr

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maybe jkoining all meshes didnt help

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i only get the same error

misty lantern
abstract iris
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got it

misty lantern
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So it doesn't mean the import process was interrupted

abstract iris
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alr

misty lantern
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In the case of excess clips you can delete them from a blender scene's file view

abstract iris
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i dont even know how to find them since i dont see any clips

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yeah nothing works

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ive been having this issue for a month now, ill see if i can find any solutions if ic an

dapper sonnet
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So im trying to add/overlay a png here in the shader but it works f¨perfectly in preview but in the actual game everything jsut turns white, this problem only happend when i add, or multiply with this png, ive tried to rexport the file and such. can anyone help?

misty lantern
signal coral
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again sorry if this is the wrong place, having a moment and i think i'm losing my mind. i could've sworn i could make prefab variants of one another with different underlying fbx assets. i have these 3 variations of a rail track, they're quite literally the same mesh with different endcaps for the head/tail section. can i not have them be variants of the "section" one?

misty lantern
signal coral
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i guess i'm not fully understanding the standard way of looking at these assets. would i make a variant of them all grouped together to form a single track group from 3 different prefabs made from the fbx models?

misty lantern
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Makes more sense to make prefabs representing the gameobjects you're actually placing around the scene which can be variants of each other or contain other prefabs
The imported meshes would be inside their hierarchies

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Because models might have / you may want them to have specific transform properties it makes sense to have them as children inside prefabs, and that makes them swappable as well

signal coral
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ah

misty lantern
signal coral
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i figured because they're so similar they should be variants. at least it sounds intuitive that way in my head

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guess i'm mistaken on what they represent

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each version of the track as an individual prefab so i can reuse them for other groups of prefabs makes sense

misty lantern
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If they all contain just a mesh, and the mesh is different in each case, that would make them fully different

signal coral
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like i want the initial track section to be a reusable prefab as well, which comprises of a few copies of the track sections and a head/tail

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but a different one for a ceiling track

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i assume thats the way to use them

misty lantern
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You can have prefabs of prefabs

signal coral
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yeah

misty lantern
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So collections of track pieces would be prefabs
The track pieces inside them would be prefabs
The meshes inside the piece prefabs would be auto-generated import prefabs

signal coral
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right

misty lantern
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A prefab variant is the same prefab but with additional overrides on top

signal coral
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right. ok i see now

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so a different coloration of a monster for instance, with a material variant might be an example

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i want them to share similar properties but have one scaled bigger

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same base model

misty lantern
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In my case I have a wall prefab that has colliders and some meshes every wall uses, like a shadow behind the wall, and a placeholder visual mesh
That prefab has variants that each replace the placeholder with different room types' wall meshes
Could also change the wall's physical material if needed

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So if I want to change the original wall, every variant inherits the changes because they only override the visual mesh

misty lantern
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They inherit everything which they don't override

signal coral
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yeah i think thats what i was thinking of that i'd worked with in the past not prefab variants.

river tree
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are there any tools out there for level design?
It feels daunting imagining going from this to proper levels. Not sure where to start.

misty lantern
ivory hornet
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I'm planning to implement a posterization style using posterized textures and for further post processing I'm planning to use Ooseykins QuickDither.

So for using this QuickDither there are two pipeline which seems to work as they claim -- URP and BRP. I'm planning to stay away from URP as we need to render the whole thing into a render texture and the workflow seems non intuitive.

I'm planning to go with the BRP pipeline. This QuickDither also seems to use the PostProcessingStackV2. Should I use a legacy version instead of Unity 6?

wanton quail
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Hi all! I need some help with height maps in Unity HDRP (exported from Substance Painter). Basically, my height map in unity doesn't have a "default" value, or rather one that height DOESN'T affect, resulting in height being applied to all polygons of the mesh.

Since Substance exports a grey-like texture, I'm assuming the grey values should be 0 (no height), -1 should be negative height (dips), while +1 should be positive height (elevations). However, it doesn't appear to be working like that.

I tested clamping the value to exactly 0 in MinMax range (0 for no height, 1 for max height), but then it only gives me elevations, no dips. I'm kind of stuck, so any help is greatly appreciated!

half field
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Does anyone use Blender but have modified it to use a camera setup more like Unity's? Or at least not middle-mouse button. I don't think I can use such a different setup!

gusty pasture
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I'd recommend just getting used to it. The Unity editor is typically for navigating scenes, in Blender you'll work mostly on single objects so an orbit / pan camera works better.

half field
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That is true, although emulating a 3 button mouse may work better for me than using the middle button which is surprisingly clunky on my logitech mouse

ivory hornet
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use shift +` to fly walk

sick glen
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I just had a quick q for environment art practices - if you have a modular kit which is made up of several meshes, is it better practice to export it to engine as one fbx and split it up in engine, or to export it as individual pieces and then piece and snap it together in engine?

I'm asking as trying to keep things efficient in case you have to re-export the meshes later on and maybe the origin points changed or something.... then you pieces that are going to fly off everywhere as maybe the pivot on the object has changed, its happened to me before

sick glen
signal coral
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@misty lantern (or anyone) since you are knowledgable with this stuff... that discussion on prefab variants the other day. am i doing this the right way?

i made a single material for this wall with 8 variations of texture using UV offset to have 8 variation possibilities of wall. now i'm building the actual hangar wall array and to keep some variation (it doesn' tneed to be dynamically variable).

i'm creating an empty root (pic #1)

Then creating a prefab variant but replacing or reordering where each panel is in the stack (pic #2)

Each tile is a prefab variant of the first one I made (pic #3) as shown, Hangar Wall 01-08

It's the same mesh but with 1 of the 8 material variants applied with the UV offset shifted by 0.25U at a time or 0.5V for the bottom half of the texture variant. (pic #4)

The material variants only difference is the UV Shift property value on my custom shader (pic #5)

am i understanding this system correctly?

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feels very tedious putting this scene together, but probably will get faster as i reuse these prefabs

wary latch
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Hey artists. I'm pretty new to 3d modelling and have been working on 3d assets in Blender. Modelling, texturing, seeing how they look in Unity. I'm wondering how exactly you make an asset the correct size, for example if I were making a couch, how do I make it the exact size it would be in real life while modelling it? I tried throwing a bed model I made in Unity only to realize that the bed model was way to big.

signal coral
# wary latch Hey artists. I'm pretty new to 3d modelling and have been working on 3d assets i...

You probably need to apply transformations in blender and check your export settings. There’s some differences in blender vs unity, namely the fact it’s XYZ in blender becomes XZY in Unity. There’s some settings typically required to translate correctly.

Should be -Z forward, Up is Y, make sure use space transforms or whatever (I forget but I have a custom exporter for Unity that does a lot of this without having tor remember)

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Is there a reason you’re using Unity? Blender is already solid for mockups of furniture and architectural layout.

wary latch
signal coral
# wary latch No what I mean is I'm using Blender for 3d modelling, and Unity as the game engi...

Ah. Well it still stands what I said. There’s some conversions so you need to look up details on blender to Unity export settings. Also if you don’t apply transforms it’ll carry over to Unity because it reads the model exactly as you export it

If you have a 25x scale on the object it’ll blow it up 25x from the base size too.

Check your model after you import it. If it has inherent scaling applied to it it’s probably because of your export settings or your transforms aren’t applied.

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If you do it right it should have a 1:1 scale match in Unity world units. In blender the default is meters. That should translate 1m = 1 unity world unit

torn willow
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Made these shaders, there all unlit and it's Unity 6.2
If you guys have any improvements or ideas on how to make it look better let me know!

mild otter
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Hey I'm trying to make a decal but I really don't understand what's happening, what's up with this barcode render. You can see in the material that my texture looks fine
I'm in URP, I've added the Decal Render feature

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Here's the image importSettings also

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.dds, .png or whatever, every single image I can find is rendered like that

woven dome
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The decal projection is at 90 degree angle compared to the surface (the white arrow)

mild otter
fast sparrow
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why is my shader not working like in the tutorial?

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this is the tut

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this is mine

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tut looks like this

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mine looks like this

potent wraith
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Is that water? Foam? It's really hard to tell. Please be more explicit in your questions...

misty lantern
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Advertising is not allowed here, with the exception of #1080140002849214464 for your assets that are sold through the asset store

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What is unclear?

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No, "ask questions and discuss" is what the channel description says
Showcasing is only allowed on channels under Project Showcase category as per those channels' rules
Advertising paid assets is only permitted in #1080140002849214464, for assets you are selling through that site, as mentioned

sullen plank
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Read the actual warning message and pinned posting rules where you are posting. The channel is Asset Store only.

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Pinned in the Asset Store channel where you attempted to post, also post guidelines when you fill up the post and in #📖┃code-of-conduct

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Again, that channel is for Asset Store links only. Stop spamming the channel.

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!ban 940311776409567253 Bye.

lofty gladeBOT
raven elm
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"Reason: Bye" lol

vale acorn
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I have a 3d model asset, a cool animation assets for 3d models, and one character controller. How can I connect them all? Is there a good tutorial for this?

lusty beacon
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Search for an animator tutorial (for example) to learn how to "connect" animations

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Is your controller a script or more than that? It should probably come with a readme file

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That's assuming these are separate assets as otherwise they should probably be "connected" in the prefab

eager mist
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why is a psd file rendering like this in a 2d project

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😆

outer halo
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Turn on point filtering in the import settings.

vale acorn
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Yes they are seperate assets

misty lantern
# vale acorn Yes they are seperate assets

It really depends on the assets
If both character models and animations are made to use the Humanoid Avatar convention, you can use that system to make them work together
If only one of them is Humanoid or they're not designed for each other, then it's not practically possible
Character controller is separate from meshes and animation, visual objects can exist as its child and use whatever method necessary to translate movement into Animator parameters or whichever needed

vale acorn
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thx

signal coral
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How deep and how much do yall abstract your prefabs/variants?

anyone got anything like a sample project showing a typical hierarchy of prefab derivatives? Do you go so far as to start with a basic empty object with a tag/static or non static and branch out from there? I’m trying to get a handle on an optimal way to structure my prefab trees and I’m just kind of winging it

Do you only go additive with nested objects or start with a tree and swap objects (overrides showing a bunch of deleted and adds for instance) or only make variants that add on to an empty parent?

Mainly thinking environmental objects - props etc

icy night
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Pixel art character, sprite animation, pixel background for game. What's your take on these assets

analog anchor
icy night
misty lantern
misty lantern
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My only rule universal of thumb is that prefab's root gameobject should not have any components that rely on Transform properties, unless there's a compelling reason to
Like character movement or rigidbody physics are such reasons
But meshes, colliders and effects I'd contain in an empty GO
The hierarchy and overrides are up to how you expect to want to modify them as you use them, and often that becomes clear only as you go

signal coral
# misty lantern My only rule universal of thumb is that prefab's root gameobject should not have...

It’s only me for now.

So something like this isn’t excessively OCD’ish?

Environment Base (empty, has Environment tag) ->

Environment Static (empty), marked static) ->

Lamp Base (empty) ->

Array Lamp Base (empty) ->

Array Lamp 01 (adds array lamp mesh with LOD group and default Lit material on all renderers)

These next two both derive from “Array Lamp 01”
Array Lamp 01 (Blue) (changes material to the base material I made for it with blue emission)

Array Lamp 01 (White) (changes default material to a white material variant of array lamp with white emission)

#

I always set prefab root to default transform

#

The child objects may have displaced transforms tho

misty lantern
#

But those are just nitpicks
When you use your convention you'll quickly discover what it needs
Or what seems unnecessary

signal coral
misty lantern
signal coral
#

guess i'll find out soon enough

#

this seemed like an intuitive way to handle my current setup, but wasn't sure if it was too out there to go that route

edgy sluice
#

Hello everyone, I have a question: can I use a graph shader in a trigger zone, for example to change the transparency of the object if it is outside of this zone?

ivory hornet
#

I have this shelf on my scene. But I use totally different materials, not the ones on the screenshot. Should I remove them? if I try to, then I'm getting 'cant delete soft reference'

potent wraith
misty lantern
ivory hornet
misty lantern
#

Setting materials to not import avoids creating unnecessary material assets if they're bothersome

#

The file itself will still have them but they're trivially small and stripped from builds anyway

#

Textures work the same way, but can be very large so exporting meshes without them packed in the file becomes more important

split lance
#

how do i set up UDIM textures in unity?

split lance
#

does unity even support udims?

tribal pivot
split lance
#

for a class we set up our chareacters with udims and i wanna try them out

misty lantern
#

UDIMs are a workflow

#

As is mentioned in the thread the simplest way to use them is to convert them into separate material slots, which Substance seems to do automatically

#

The core concept of UDIMs is that a material can use an arbitrary number of textures, which in realtime engines tends to break every typically used method of runtime rendering optimization

#

So there's little point in going through the trouble of implementing the whole feature, when you can just as well convert the meshes into a more common format

winter tendon
#

how do i apply this opacity map onto my texture?

#

im using urp unity 6

potent wraith
winter tendon
#

heres my base map texture

potent wraith
winter tendon
winter tendon
potent wraith
potent wraith
winter tendon
#

just some vegetation assets from here and there

winter tendon
potent wraith
winter tendon
#

damn ok

potent wraith
winter tendon
#

i dont like the custom shader stuff 😔

#

imma just manually edit them ig

#

thanks

sullen plank
#

I've just told you to not inflate messages. Also you've left previous one hanging.

hard surge
#

how can i ask question then?

#

I used the channel you told me

sullen plank
#

It is quite obnoxious.

hard surge
#

So, I need to shorten my message?

#

Hey! I need help with a dismemberment mechanic.

I want my monk character to lose an arm during combat.
Right now I’m not sure what’s the best workflow in Maya/Unity.

My idea was to make 3 versions of the model (full body, no left arm, no right arm) and switch them in Unity when the arm is cut. But I'm not sure if this is the correct approach, or if I should use separate meshes / bones for the arms instead.

How do you properly prepare a rigged character so that one arm can be removed during gameplay?
Any tips or recommended workflow would really help!

Thanks!

outer halo
#

That is the correct approach, toggling on/off meshes based on the state of the character. The character would have the full arm, and then a dismembered (attached) version you toggle between. The actual limb that falls off would be a separate model you would launch with some physics.

You can see it here in this thing I made for someone's project.

hard surge
#

thanks a lot!

green ice
#

Hi guys , I have some little problem
when I export FBX files from blender to unity and I do all setup exporting setting correct and the problem is texture is messing or not fit correctly

tardy surge
# green ice Hi guys , I have some little problem when I export FBX files from blender to un...

Applying transforms (scale mainly) and then if it still is messing around drag and dropping the texture in unity onto the object usually does the trick for me. I see on your screenshot "Apply transforms" is not checked. You can do it in project by ctrl + a I think? (muscle memory, idk keybind), if that warning is telling something scary.

Edit: Grammar
Edit02: If your leafs are made with nodes, apply scale only on original leaf should do it.

crimson karma
#

The blender material might not transfer to unity perfectly, setup a new material in unity and use the textures in there

green ice
#

Leaf texture not exportet correct

crimson karma
fallow summit
#

if its a procedural material in blender you cant just export it into unity 1:1

crimson karma
fallow summit
#

thats the tree bark

crimson karma
#

oh nvm

fallow summit
#

you baked it to 1 map?

green ice
fallow summit
#

yeah but where the hell is your bsdf in blender?

#

when you bake something you typically bake it into like a diffuse, roughness and normal

#

youre plugging a texture straight into the surface

#

thats why it looks different in unity lol

green ice
#

holymolly

#

thanks bro i got it

acoustic pollen
#

Hey, so the game I'm developing pretty much all revolves around fragment shaders. Most of the development effort is going into those shaders for results that I believe to be pretty unique.
I am wondering how feasible would it be to have the shaders decompiled (and how readable the results would be) if someone wanted to steal that code. And are there any extra steps I can take or configuration I can set to protect it better?

potent wraith
#

They might be able to reuse the shader, though, probably not as is in unity.

misty lantern
#

I've heard of tools to decompile and recompile shaders from asset bundles (since VRC users trade those for notable sums of money), which might work for built applications if they're compiled the same way

#

But outside of that I can't imagine why anyone would want to go through the trouble

potent wraith
#

I don't know how super amazing your shader is, but people that can decompile and reuse it, probably can write as good of a shader themselves.

misty lantern
#

And would prefer to make their own

potent wraith
#

Yep. Using decompiled code in any a little bit serious project is unsustainable.

acoustic pollen
#

I see. I suspected decompiled HLSL would be pretty unreadable any way, thanks for confirming.
I believe there's no situation / platform in which the shaders don't get compiled in the release buids?

potent wraith
#

Debug(development) builds might include the source code in the debug symbols depending on the graphics api and platform. Just make sure your debug builds are not publically available.

gusty pasture
fluid oak
#

Unless you are patenting it, not much you can do.

proud sleet
#

I'm making an armour equip system in my game. I'm currently doing it by swapping the mesh in pre-made skinned mesh renderers. But I want to make skirt/Cape physics.
I was thinking of rebuilding the system to swap entire skinned mesh renderers then rebind the skeleton and using skinned cloth for the physics. Is that a good way? My rig uses the humanoid skeleton and idk if I want to make a bunch of bones which will only be used by some armour pieces.
Would love to hear good ways to do this. Thanks.

quiet aspen
#

i have these beer bottles with a liquid, glass/bottle and label mesh on them. they are urp lit materials set to specular and transparent. sometimes when looking at them from different angles the liquid will render overtop the glass or the labels will be under the glass. i tried using sorting priority but this causes some other issues, like in the photo where the label of the back bottles appears overtop the liquid of the bottle in front. i tried messing with render queues but i can only change it in the debugger and its not persistent. any tips for this sort of thing would be great

misty lantern
#

Objects with a transparent material are sorted against each other by their origin's distance to camera on a per-object basis, but internally their geometry is sorted in the order it's written into mesh data

quiet aspen
#

i really like how the double transparency works when it actually does but its not consistent. its not the end of the world if i have to make the liquid opaque as well

misty lantern
#

I guess the simplest method would be a script that offsets the liquid a minuscule distance away from the camera relative to its starting position
Just enough to make the bottle always get prioritized in sorting

#

You can change render queue persistently in scripts too but I find that more cumbersome as now that object is sorted differently from everything else

misty lantern
#

You'd look for modeling advice and showcasing opportunities on Blender or art communities
This server is for Unity development strictly, and the channel for asset implementation into Unity

rancid kayak
#

I was planing to use it for unity

#

Nvm anyways

misty lantern
quiet aspen
misty lantern
wise osprey
#

Not sure if this is the right place to ask but seems like it is. I got these assets from the fab store. I have imported them and done the following:
Generate Lightmap UVs ✔️
Created Materials and used the material tab to import the materials ✔️
Marked them as static in the editor ✔️
Tried flipping the normals ✔️
Tried different materials ✔️

The only thing I usually do different is tell the material creator mode that no materials are on the mesh, and I create and apply the material from unity itself, but because some of these meshes have got 3 materials on them, I need to use the import settings material tab

wise osprey
#

I think I foud the issue. The packed textures were packed for Unreal and not Unity . I am making the assumptoin that the packed RGB values do not map 1:1 from Unreal to Unity as I think the R G B maps that get packed are diffeernt for the 2 engines. Removing the Packed AORM map (AO Roughness and Matalic) from the material fixed the issue for me. so my best guess is the packing layout. I am guessing though

#

Confirmed!! the packing channels are different between Unreal and Unity:
Unreal:
R - AO
G - Roughness
B - Matalic
A - extra

Unity:
R - Roughness
G - AO
B - Metalic

gusty pasture
#

The way Unreal materials work - can't you just decide this yourself?

#

Of course you can remap them in Unity too without much hassle.

wise osprey
gusty pasture
#

I also think Unity may be using smoothness, not roughness 😄

gusty pasture
#

So 1 - roughness

wise osprey
#

XD

#

But ya, you are correct

lusty beacon
#

Red is metallic, for exampl3, and alpha is smoothness

wise osprey
#

urp.

lusty beacon
#

If you're talking about urp, then the standard shader doesn't pack textures, they are separate samples

#

And if you're making a custom packing shader, then the layout doesn't matter because YOU choose it

wise osprey
lusty beacon
#

You're just inserting the same packed texture into different slots

wise osprey
#

oh ya, thought we were talkging about the same thing 😆 my bad

lusty beacon
#

So if you wanna use it with the standard shader, you would need to extract the maps as separate textures in some external software.

faster would be to make your own shader that outputs the rgba channels to the layout your mask map texture uses

wise osprey
lusty beacon
winged obsidian
#

I'm chasing down some very nitpicky issues involving mesh tangents. I'd love to be able to click on a vertex on a model and see its exact vertex attributes (position, normal, tangent, UVs, etc.)

Is there a tool that lets me do this, or should I just handroll something?

worthy merlin
#

Hello, has anyone experienced a problem where static batching doesn't work with custom (shader graph) shaders?

potent wraith
# worthy merlin Hello, has anyone experienced a problem where static batching doesn't work with ...

I don't think shaders should matter here. Or rather, them being shader graph or not. Static batching has mainly 2 conditions: the objects are marked as static, and they are using the same material instance. Well, I guess there's also the condition of static batching being enabled in the project(iirc it's disabled in SRPs by default).

If all these conditions are true, I'd look at the frame debugger. I think it shows the reason why the object is not batched.

fallow summit
#

Has anyone ever made a Disney BRDF shader for unity URP? 🤔

eager mist
#

Anyone knows why light objects are not working on 3d objects rendered on a 2d project?

potent wraith
eager mist
#

im interested in working on a 2.5d project

#

and the universal 3d project does not read my 2d psb/psd files at all

eager mist
#

xD

potent wraith
eager mist
#

ill look into packages again >:P

winter tendon
#

when i added the occlusion map to my material, nothing happened to it

#

i tried adjusting the value but still no effect

#

heres the setting of the occlusion texture

#

im using unity 6 urp and ambient occlusion is turned on

misty lantern
#

Occlusion mapping is not related to ambient occlusion
Even though occlusion mapping occludes ambient light

#

When referring as "ambient occlusion" to either SSAO or lightmap AO

winter tendon
#

im not sure if thats what u call it

#

basically the higher the value, the stronger the shadowy bits are

#

it worked before in a different project

potent wraith
misty lantern
potent wraith
#

<@&502884371011731486> some kind of sus file sharing.

obtuse oyster
#

?ban 1272792139914416168 suspicious uploads across multiple channels

lilac edgeBOT
#

dynoSuccess maunderscore_ was banned.

winter tendon
winter tendon
potent wraith
winter tendon
#

cus someone else makes the models, and i try to make it work in the game

misty lantern
queen epoch
#

Guys what you can recommend me to use global shader for 2 sided normals? Some of the faces are not visible from the back of the trees. Because of the normals.

hoary kindle
misty lantern
queen epoch
misty lantern
queen epoch
#

I still have some questions about fog, I wonder what kind of thing I can do. I tried to add fog with volume but things didn't go exactly the way I wanted. I added a dithered effect, but it really messed up the look of the game, so I removed it because it wasn't what I wanted. I added environment fog in the render settings, which is actually nice, but it gives a weird glow effect to the whole map, and if I could add a dense procedural fog with a constant movement of the character, that would really help. Any thoughts?
I'm trying to get more of a silenthill, lethal company kind of ambience. The way it looks now is fine, but it's too clear, so the fog is really important.

misty lantern
#

So a custom shader that flips normals based on view angle is the best in that sense, but the downside is that alternating between shaders a lot within a scene can hinder batching

queen epoch
misty lantern
queen epoch
#

like this ones, noisy fog

misty lantern
#

Most games use environment fog, together with a skybox that is the same color or blends to the same color near the horizon

queen epoch
misty lantern
#

Lethal Company uses HDRP's volumetric fog in addition to environment fog

queen epoch
#

How can I make the fog clouds moving around this character, I think it's something like a volume noise effect, right?

#

That's what I meant by procedural fog.

#

No, I think I misspelled the name, volumetric fog.

misty lantern
#

There isn't technically anything volumetric about them beyond that they float in space

queen epoch
#

Oh, I thought it was something like volumetric fog, but I guess it would be easier to make it with particles.

#

ok then, thanks man

misty lantern
#

It's not easy to make billboard fog particles look like they're not separate floating chunks, but SH2's effect artists are skilled

queen epoch
misty lantern
#

Volumetric effects tend to be more complex, usually using raymarching against voxels to determine how much of and how something exists in the space between the camera and geometry
This allows for the fog to be precisely illuminated by light sources, which is a big reason you might want volumetric fog

misty lantern
queen epoch
#

What if I lower the opacity and make the objects that look like clouds fly around the character through particles. Do you think this would be similar to silenthill's in a shortcut?

#

I guess I can't use HDRP stuff because the game I'm making uses URP.

#

But thanks anyway, you've helped me find answers to a lot of things in my mind. I always thought volumetric fog was what I was looking for.

misty lantern
pallid hound
#

did yall ever used TrenchBroom to create levels/maps for your Unity game?

mystic scarab
#

Whats that?

pallid hound
#

i saw it was used by some unity and godot devs, and because i need low poly maps i tought this was perfect for me but not sure how to take measures so im asking here

#

as google isnt useful

fallow summit
#

why would anyone use anything but hammer for levels in valve games though UnityChanHuh

#

oh it only supports half life 1 "experimentally"

#

its also pretty pointless you might as well use blender at that point and import your level as model sized chunks

#

or the best option of course

#

probuilder

signal osprey
#

Hello everyone! I am working on a scene in Unity in which I additively load 3 floors of a house environment. Every floor has it's own Unity scene with a completely baked lighting set up. All scenes use the same lighting settings and set up, the only thing that might vary is the amount of lights, intensity, etc. Now everything seems to look fine except for this one part in my scene. In the editor, the lighting looks completely fine, but when I play and load all the scenes, you can see (2nd image) the look of the walls/trims change. Does anyone know how to fix this/why this is happening?

fallow summit
#

which might be causing issues

#

one floor could be indexing the lightmap of another for example UnityChanHuh

signal osprey
#

That seemed to be the case indeed. I split this mesh into two pieces and added the trim to the bottom floor (so a different scene) and it did pick up the correct lighting. However, I am still wondering if there is a better way to fix this or potentially a better way to set this up?

fallow summit
#

what is the goal with doing that? procedural house generation?

signal osprey
#

We're using fully baked lighting due to this being a web game so after doing some research I found this workflow and thought it would be useful to avoid light bleeding through the floors and also to keep things a bit more optimized

misty lantern
queen epoch
#

Is there a solution I can use in Unity for a custom texture roads that is shaped with the terrain? Currently, I am placing the roads using a Blender curve.

Also, I need a solution for the trees. I have two tree models which I scattered across the entire map using Geometry Nodes. However some end up floating. Even if I export it as a single mesh and import it into Unity, all the individual trees are selectable separately. How can I select all of them in Unity and place them precisely on the terrain without any gap between the tree trunk and the ground?

winged folio
#

Hello, im having trouble importing objects from blender, some normals inverted once imported.

On blender all normals are good, i have the normals viewer, all modifiers are applied and all transforms too.

I export it as FBX with all the textures packaged etc. and some objects have the normals wrong.
the images are an example, but several more parts are like that

tribal pivot
winged folio
potent wraith
winged folio
potent wraith
#

Normals don't stretch or invert the faces textures. They only affect lighting.

#

The right side looks like alpha channel is ignored.

winged folio
potent wraith
#

Maybe makes sure you have alpha/transparency enabled on the imported texture.

winged folio
potent wraith
#

In your case they seem visible(unless it's a bad screenshot), just not showing the correct texture laid out correctly.

winged folio
#

what i see on the object is the faces on the back, the closest one being invisible, as its facing the other way

#

from the inside all tha faces are visible

potent wraith
#

Oh, okay, then this is a bad screenshot.

winged folio
#

becasue theya re facing inwards

winged folio
potent wraith
#

I that case the normals must be inverted.

#

Just to be safe, I'd check with a standard shader.

winged folio
#

i tried importing and calculating the normals when importing the asset but made no difference

potent wraith
#

Or even urp lit, so that you can test with backface rendering.

potent wraith
winged folio
#

well, just letting you know, becasue i been fighting this the whole afternoon and i tried everuthing

potent wraith
#

Try what I suggested and share the results.

#

Share the face normals view of the mesh in blender too.

winged folio
potent wraith
winged folio
#

just to prove it

winged folio
potent wraith
# winged folio just to prove it

Mm... That's not what I'm familiar with. From my memory, you should see ALL faces tinted in blue/red for forward/back faces accordingly.

winged folio
#

you can see "face orientation" is enabled

potent wraith
#

Isn't there something like this?

#

Ah, OK.

potent wraith
# winged folio

Does it apply to all the objects in the scene though? Or only the selected ones?

winged folio
#

everything

potent wraith
#

Okay. Then the next thing to do is to confirm the face orientation in unity by using a default(ideally urp lit) shader.

winged folio
#

on the scene editor its urp right? all the materials are standard too, didnt make them the PSX stuff i was talking about

#

sorry, this is my first Unity project haha

potent wraith
winged folio
#

yep, standard

#

just for clarity sake, applying the PSX material still renders it the same way, with the wrong normals

potent wraith
#

OK, well that means that the faces are inverted.
Id try exporting the meshes again from blender into a new directory and import them in unity again, to make sure you are not confusing anything. If that doesn't help, perhaps there's another issue.

winged folio
potent wraith
#

Maybe record a video of the process.

#

I'm going to sleep though. Will have a look at it later if you share it.

winged folio
#

okay, thanks for the help

winged folio
#

well, i dont know what the issue is, but if i separate the objects with normal issues to a different blender file and import them separatedly they work fine...

cold musk
#

anyone know a way in blender to export only the actions so if I want to add new actions I don't have to re-export the whole FBX every time?

gloomy cairn
#

Does anyone know how to create a really nice lookin outdoor environment and what to use? I have a reference image.

smoky beacon
#

Hello just switched to a new laptop but got a model that has to exported with a tool could anyone help it will be too late if I wait for unity assets download to finish

fallow summit
gloomy cairn
fallow summit
#

yeah i mean look up enviroment art guides and start from there

#

theres no like 1 tutorial that will show you something like this, this is a culmination of a lot of different skills being applied at once

#

if you want to know about something more specific like the post processing and that you can always ask but in terms of "knowing how to create a really nice looking enviroment" all you are going to have to do is study and learn!

gloomy cairn
#

Also do you have any suggestions for this? I'm working on this as a test at the moment

#

@fallow summit

fallow summit
#

well first identify the important elements first

#

oh wait

#

this is yours?

#

have you baked the lighting?

gloomy cairn
fallow summit
#

yeah you can tell

gloomy cairn
#

And yes it is mine

gloomy cairn
#

Is it bad?

fallow summit
#

i mean i can tell its realtime lighting lol

#

not that its nescessarily bad

#

but like you have almost no shadows in the scene

gloomy cairn
fallow summit
#

theres too much repetetion in certain textures like the snow and dirt near the water

#

the distant mountain skyline is also pretty monotonous without any variance in depth

gloomy cairn
fallow summit
#

everything i said still applies

gloomy cairn
#

The ones I'm using are atually from unity

fallow summit
gloomy cairn
fallow summit
#

i assumed this was water

#

but now i see its just snow

#

the point still stands

#

anyways you really need to bake the lighting here if you want it to actually look nice

#

like thats step one

gloomy cairn
fallow summit
#

anyways as for your textures a good way to break up repetetition is to blend certain textures together using custom shadders

fallow summit
#

and go to your lighting tab and bake the lighting

gloomy cairn
fallow summit
#

yes they help a lot but are not nescessary to bake lighting itself

#

you need light probes if you want to mix realtime and baked lighting

gloomy cairn
fallow summit
#

also your transition from snow to dirt is too sudden and unnatural

gloomy cairn
#

Should I use a different brush with less opactiy?

fallow summit
#

look at real life references at how snow transitions into dirt

#

most of the time its not a clear cut line like you have

#

heres a good example of what i mean

gloomy cairn
gloomy cairn
gloomy cairn
#

@fallow summit I don't think it's supposed to take this long... I started it when we last talked

fallow summit
#

depends on both your pc's strength and the settings you used

gloomy cairn
fallow summit
#

not nescessarily but like i said it depends on your pc as well

#

if your pc is weaker then yes its gonna take a long time to bake lighting

gloomy cairn
#

A bake has never taken this long 😭

#

I think it might be better to just do realtime

fallow summit
#

realtime is never going to look half as good as baked or mixed

#

just saying

#

whats your gpu and cpu?

gloomy cairn
fallow summit
#

are you using a laptop?

gloomy cairn
#

I think I might just use regular lighting cuz it doesn't look like garbage, and I'm not going for complete ultrarealism here

#

Also do you know how to do god rays from skybox source? @fallow summit

#

I'm not using a directional light, just skybox lighting for now

fallow summit
#

yeah if youre on a laptop baking lighting is a pipe dream

#

rip

gloomy cairn
fallow summit
#

yes, a lot

#

why

gloomy cairn
fallow summit
#

just ask here

gloomy cairn
#

So I'm trying to texture something to have like a worn metal look, with some scratches

#

As well as edge highlighting

#

Lemme show you

fallow summit
#

oh is this just a blender question in general?

gloomy cairn
fallow summit
#

you should probably just go to the blender discord for that

gloomy cairn
fallow summit
#

ok just tell me what specifically you need help with here

#

setting up a material with scratches and edge highlighting and getting into unity?

gloomy cairn
#

I understand how materials work, and that you export them as a png into unity

#

But I don't know how to get the look I'm looking for

fallow summit
#

well you can create a procedural material in blender

#

and bake the textures and import it like that in unity

#

but if you need realtime control of the material within unity you need to recreate it with a custom shader node set up

gloomy cairn
#

I just don't know what nodes to use for this

#

I also don't want it to look like a silly roblox texture

fallow summit
#

well you need to start off with some textures

#

for your metal and scratched off metal as well

#

as for scratches its just a matter of applying some textures over your diffuse and roughness or using textures with scratches already on them

gloomy cairn
gloomy cairn
fallow summit
#

maybe with the wave node im not too sure

#

im sure theres videos on that too

gloomy cairn
fallow summit
#

actually

#

probably with a voronoi

fallow summit
gloomy cairn
fallow summit
#

you know not to sound too rude but you know you can google most of this stuff right?

gloomy cairn
deep jetty
#

Is there easy workflow with Photoshop and MaskMap for HDRP? I want to add alpha channel for Smoothness but PS will only export alpha channel if it's applied to layers and then its on all channels not only alpha

fluid oak
chilly citrus
#

I couldnt find any channel that was intuitive enough to post this question, so Im droping here, Im sorry if it isnt the right place.

Since polybursh is deprecated, what tool can I use to sculp scenario on Unity 6.3 ?

hoary kindle
green latch
#

Hi there so i wanted to change the texture of an object to add more damages and change colors, is this done trough texturing or with a shader? I wanted to do it with substance designer, but i don't know if that would even translate the smart material properties, do i just export the damage masks created from the smart material to use it on a shader or thats not how things work?
I don't know the first thing about shaders so i don't know if i'm searching on the right spot, is there any tutorial on what i want to do?

fallow summit
#

you cant import smart materials from substance into unity and then adjust their properties

#

you can only bake them into textures

#

but this means you cant do any realtime changes

#

if you want a material in unity that has adjustable realtime damage and wear you are going to need to use a shader graph

lusty beacon
#

DO NOT use the substance unity plugin imo

#

Bad idea

#

You can do these things via a shader and possibly decals if you wanna project some bullet holes, cuts, cracks, whatever

#

You could also just do it all with a shader

green latch
misty lantern
# green latch is it bad?

Iirc the plugin keeps the material "smart" even in Unity, which gives a whole lot of control but typically would be absolutely untenable for realtime performance in a game

green latch
#

So if i want to add more wear and tear to an armor the more damage it has taken should i make it with a shader or just swapping
textures?

lusty beacon
lusty beacon
misty lantern
green latch
#

Is youtube good enough to learn about shaders?, because i've been finding some dead ends on some topics there

potent wraith
lusty beacon
#

You may learn the basics and some general stuff

#

Also, for unity a lot of the tutorials are for shader graph specifically

#

If you are ok with that, then I recommend ben cloward, he has many, many useful videos

#

But you may struggle to learn skmething specific and are going to have to resort to asking around or blindly trying out for yourself

fluid oak
#

Youtube as a whole is terrible but you can often find good specific tutorials.

hardy ermine
#

i need help exporting a humanoid model from blender to unity

fallow summit
#

help how?

#

be specific

hardy ermine
#

the axes are always misaligned in at least one way

#

either on the mesh or on the bones

#

this mesh is misaligned, for example

#

and these leg bones are backwards

fallow summit
#

you applied all transforms inside of blender right?

#

show me your fbx export settings

hardy ermine
#

sorry, away from computer, one sec

#

i remember it though

#

primary bone axis is Y, secondary is X
forward is +Z
up is +Y
scaling is all correct

#

but i feel like i’ve tried all combinations of everything and every combination causes at least one issue

fallow summit
fallow summit
fallow summit
#

that some of the meshes had negative scale values in blender

#

and i think issues caused by that might persist even after you apply the scale

hardy ermine
#

blender export settings

#

unity import settings

#

each bone has a +Y tracking axis and a Z up axis

fallow summit
#

are you applying the scale on the armature* as well?

hardy ermine
#

yes, all scales are 1 on everything

#

😭 help

proud sleet
#

I have an equip system for different body parts but want to add physics to some clothing like skirts, waistcoats etc, is there a good way to do that? I know bones are the most efficient way but how do you add bones for unique clothing items?

#

I'm currently swapping meshes on skinnedmesh renderers for each body part and was going to look at skinned mesh physics but it theres a way i can do the bone based method thast'd be awesome

fallow summit
#

a lot of people use the pretty famous "dynamic bone" asset just for that

proud sleet
fallow summit
#

i think you should be able to have multiple armatures?

#

im not too sure

fallow summit
#

yeah he has a very particular obsession apparently

#

but you gotta give it to him

#

the asset is fire

proud sleet
hardy ermine
#

i'm gonna lose it this still isn't working

proud sleet
#

Ok, idea, but idk if it works like this. So I have a base character avatar, skinned mesh renderers for base body and the base humanoid rig.

For adding, let's say a skirt, could I add all the skirt bones in blender to the base rig, export the skirt into unity, then make a prefab with a skinned mesh renderer, add the skirt and set up dynamic bones.

Then when I'm equipping the skirt in game I instantiate the prefab, then retarget the base rig bones in the skinned mesh renderer to the base rig bones.

Would this work or am I missing something? I would try it but I can't access my PC rn

flint sentinel
#

Hey, I was wondering how you can go about fixing these baked light issues?
I already let unity generate the lightmap, and attached my bake settings in case I am doing something wrong.
Please @ me and thanks in advance!

lapis elk
flint sentinel
#

And the thing is, I have 4 sets of stairs(8 sides), and only this one has the issue.

lapis elk
flint sentinel
lapis elk
#

I don't have any faces inside, it's the

thin sierra
#

: is there anythign special u need to do to get mesh lod working in unity 6.2, i cant see it working

potent wraith
#

Basically the same as before 6.2

ivory hornet
#

Is it feasable to create an environment made entire out of voxels with such lighting in unity? For instance this model in this sample image alone seems to have 40k faces. Are there any voxel based engines, which could optimize voxel based workflows?

potent wraith
ivory hornet
#

I was just thinking of a static farm top down environment and the plants/foliage rapidly keep changing.

#

That would easily be millions of polygons right? But maybe, instead of treating them as regular meshes, could they be treated in a more efficient form?

#

I know there are few voxel engines for this, but not sure if they work for these kinds of cases

gusty pasture
ivory hornet
#

Just in case this does not workout are there any paid options which would do the job as well

#

Like the voxel play 2 for example, do they help in this case?

brisk nacelle
#

yo!
does anyone have workflow experience with Blockbench to unity? Im especially interested in stuff like scale.
Trying to avoid making big models I have to scale down in Unity itself, any resources yall can share? thx 🙂

fallow summit
#

1 unit in block bench is 6.25cm

#

in unity its 1m

#

in other words, 16 units in blockbench is 1 unit in unity

gusty pasture
pale sand
#

I want to ask something about how to pack PBR for assets, is it the place to ask here?

fallow summit
#

Its why they chose it

pale sand
#

I want to make assets to sell on unity asset store, is there any correct way to pack PBR maps that'd fit all three rendering pipelines?

#

I mean, I am not sure whether I should use mask maps, or whether I should pack smoothness into Alpha channel of metalness map, and leave other maps separate.

#

Or I should make separate PBR setup for each Rendering Pipeline?

gusty pasture
#

It's usually done in a separate package

misty lantern
#

Detail maps diverge more, as HDRP expects those packed also while URP has them separate

#

But because you can include .unitypackages inside the asset you can provide as many optional workflows as you want

pale sand
misty lantern
fluid oak
#

It blows my mind that there still isn't a 'import all maps and it just packs as needed for your pipeline' option.

#

The image importer has most of the needed functionality but it is still a manual process

eager mist
#

Anyone have a good workflow to get MagicaVoxel -> Unity?

as it turns out, Unity doesn't do well with MagicaVoxel OBJs, the pivot and anchor points are messed up, and you have to assign the material manually. Any clues?

misty lantern
#

Like mentioned before, this isn't a promotion channel

icy night
#

I'm just showcasing but not promoting. Do I have to take it down or not needed

#

My apologies for going against then

misty lantern
icy night
#

Ok noted

#

Done but is there anywhere that's best to showcase my project in the server?

misty lantern
fallow summit
#

theres no casual/general or off topic here

#

every channel except those 2 is pretty much a help and questions channel

icy night
earnest sparrow
#

why is unity auto divide my imported sprites? how do i stop it from doing this everytime i import new sprites into my projects

spark orbit
#

I had problem with a workflow where I have to 3D model around 800 houses in a low-poly style. I couldn't find assets or a fast workflow to make a lot of simple houses in Blender. So I'm developing a different kind of workflow of creating towns with unique houses, I've made this house editor: https://tistougames.itch.io/houseeditor
The idea is that the base mesh is created in this house editor, to get many different basic shapes, then initially use those in the game, and upgrade with adding normal maps etc.
In my specific case, I'm making a replica of a real town, the one I'm living in, and the houses doesn't really look the same, like I can't reuse houses for example. Each house needs to be fundamentally a little different.
I decided to share the tool for the public in case someone needs it.
What do you think? How would you solve a problem of creating a lot of simple houses?

itch.io

make beautiful low-poly houses fast and easy

spark orbit
# fallow summit This is not a self promo channel

Thanks, I'm doing self promo there but the post here is a genuine question. It's a new kind of workflow I'm experimenting with, the tool is just one example of a solution but might not be the best solution.

silver merlin
#

can anyone help i dont know how to export a animation as a fbx

winged obsidian
#

what are you trying to export from? Blender?

misty lantern
#

That also means you cannot define importer presets or rules that would always know how to slice a sprite sheet

#

Unless your sprites are all the exact same size

wise osprey
#

Apologies, but I did not see a lighting channel so this makes the most logical sense.

#

I am getting these terrible seems between my modular pieces. Each piece does not have a UV2 and I allow unity to generate the lightmap UVs as it's simple squares.

fluid oak
#

Wouldn't a hard angle of 90 ish be more typical?

wise osprey
fluid oak
#

180 basically means no hard angles at all, which when you do have hard angles will almost always give you weird lighting issues like that because it will be trying to curve the normals around between the top and side.

If you imagine your modular meshes meeting like this, the red would be what a 180 degree smoothing angle is trying to represent.

fluid oak
#

Also, they inexplicably combined the lighting channel into #1390346776804069396, though I think that your problem does seem to be with the importer

green latch
#

Hi there. if i wanted to have a bottle with something inside should i model the bottle, the inside of the bottle and the contents?

misty lantern
green latch
#

I don't know, if there's a way to fake it so it looks the part and save on polygons

flint sentinel
#

Hey, not sure if it's fine to post a forums help request here, let me know if I should delete the message.
I've been dealing with this issue for quite a bit and wasn't able to fix it, and the forum post has been inactive for over a day, so I thought I might aswell ask here too.
https://discussions.unity.com/t/broken-lightmap/1701522

fluid oak
meager pike
#

I've been working with 320x180 and 640x360 pixel art canvas sizes to get a feel for my game and assets. However, I feel like something right in the middle would be most suitable. 320 is too zoomed in, and 640 is too zoomed out. Anyone know how I can achieve something in the middle while still scaling to 720p, 1080p, etc. and not messing up pixel proportions?

misty lantern
potent wraith
#

!collab

lofty gladeBOT
# potent wraith !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**

tawny grotto
#

unsure where to post this but this keeps on appearing with my render texture whenever im trying to get it to work

misty lantern
hybrid crow
#

Does anyone know some sites places to get free assets and textures from?

outer halo
#

The Unity Asset store?

green latch
#

Is this enought geo to add some dynamics to this cape, i was planning to use magika cloth something, the character is kind of furthish away from the camera, the whole model would be at like a 1/6 of the screen in size

misty lantern
fluid oak
tawdry tinsel
#

my mesh and rig works fine in blender but it doesnt work at all in unity... any tips?

#

this is what i get from trying the same pose in unity

#

the lower leg is not connected, the head is not connected, the arms arent connected and cant move, and the eyelids are not even close to the model

#

oh blender screenshot without bones just for reference

#

& heres what the armature looks like

gloomy cairn
#

If anyone can help me make something like this that would be great. Issue is that my textures look so flat and I don't know what I should do.

#

Honestly if someone were to just make it and send me the package I could learn how to make it myself after. But if anybody has any suggestions or ideas that would be great. Or any assets that might work

tawdry tinsel
#

This is a pretty complex scene & if you're a beginner who hasn't done anything like this you should probably go for something simpler

#

Do you know how normal maps and PBR works?

gloomy cairn
#

I haven't tried remaking it yet

#

I'll try to whip something up that looks like it

tawdry tinsel
#

try ur best! i can give you some tips

#

this is what i use, its basically a free alternative to substance designer

#

its not perfect but it gets the job done

#

additionally, if you dont want to have to make materials yourself, this website contains a lot of free PBR materials! it doesnt have everything but it has a lot of stuff and is overall pretty solid!

Free 3D Assets Never Looked This Good! Get 2000+ PBR Materials, HDRIs and more for free under the CC0 Public Domain license.

tawdry tinsel
gloomy cairn
#

I'll try it out and let you know

tawdry tinsel
#

for the background mountains, what i personally would do is find a heightmap of a real mountain that looks kinda like it and use a displace modifier in blender to make a 3d model of it

tawdry tinsel
earnest pecan
#

I need some help trying to setup a map like this.

#

I've taken my NavMesh, triangulated it to a mesh and then captured it to a render texture. Which gets me most of the way there. But how would I get outlines on something like this?

peak forum
#

What is the recommended workflow for making it so you can customize colors/textures on your mesh? I know we can for example have several materials on the same mesh that we then color differently based on their assigned faces but I understand that is a lot of draw calls and expensive.

I can also make several "identical" texture atlases with color variations that we apply to the same mesh material.
I can also do multiple RGBA mask maps depending on amount of unique regions I want to color. But what is the standard or ”best” approach?

and probably 5 other methods of doing the same thing with pros and cons.

Anybody can give guidance?

misty lantern
tawdry tinsel
#

ill make a copy of the file and do that though. thanks

misty lantern
manic ginkgo
#

can someone please help me. I'm trying to make a dream core/ backrooms kinda thing and this is what i want to make and i just don't know how can someone please help me?

#

I heard i havent been asking questions but I'm new and just want someone to guide me through it

fallow summit
#

honest to god i still have no clue what im looking at?

#

are those clouds?

#

ice?

manic ginkgo
#

okay so

#

its a tunnel

#

its icy so when you walk on it you fall into the hole thats at the bottom and it kind of looks like a tornado,

#

i need help making the thing

#

i think its called a mesh

fallow summit
#

well the tunnel itself would just be a simple rectangle

#

you can make a model for it

#

as for the material

#

it looks like it could be procedurally generated with some noise

manic ginkgo
#

its not just a rectangle its kinda complicated i think my friend has a video of what im talking about, ill see if i can show you

fallow summit
#

i mean at the end of the day creating the mesh itself is probably going to be the easiest concept here lol

manic ginkgo
#

thats the physical thing right?

#

im sorry im very new here

fallow summit
#

like at all

manic ginkgo
#

no

#

not at all

fallow summit
#

theres some fundamentals you should probably learn first

manic ginkgo
#

well i have made a very simple animation first but it wasnt anything crazy

#

like a few walls and thats about it

#

This is the whole thing

manic ginkgo
#

thanks

manic ginkgo
#

oh okay

#

thank you

fallow summit
# manic ginkgo oh okay

Anyways my main point is that this is a pretty simple challenge to overcome in general and you should be able to do it given you learn some basics

manic ginkgo
#

yeah im watching it now

fallow summit
#

here just to prove my point i did something similliar in a few mins in blender

manic ginkgo
#

i already now some of the keybinds but im learning some

#

oh wow

fallow summit
manic ginkgo
#

can u send me the pic or gif u used for the clouds?

fallow summit
#

but you need to start with the basics before you move onto stuff like procedural materials

manic ginkgo
#

your right thanks

fallow summit
#

its all procedural

manic ginkgo
#

no for the material

fallow summit
#

there is no image texture in that material

#

its all done procedurally

manic ginkgo
#

dang

#

i didnt know u could do that

fallow summit
#

the good thing is that it gives you a lot of control in how certain things look and turn out

#

its very useful

manic ginkgo
#

what keybind

fallow summit
#

Keybind?

manic ginkgo
#

yeah

fallow summit
#

Theres no "one" keybind to do that.

#

Thats not how it works

manic ginkgo
#

extrude and rotate?

fallow summit
#

Oh you mean the tunnel?

#

Just a hollow cube with a a lot of loop cuts

#

And proximity rotation

manic ginkgo
#

yes

manic ginkgo
earnest pecan
tribal pivot
# earnest pecan Any ideas or suggestions on this?

do you want to have an outline on the outer edges or the insides too? because i only know how to do it for the outside. and the simplest way for that is to do the inverted hull outline technique. since its 2d you can even do a simpler version of that

earnest pecan
tribal pivot
earnest pecan
#

Oh, I can't do that either sadly. My maps are procedurally generated and not static. That's why I've been going the NavMesh route.

#

I bake the NavMesh and triangulate it at runtime. Then project it to a render texture.

tribal pivot
earnest pecan
#

I've been working at this for a few weeks now, and I've definitely tried a generic outline shader. But I can't remember what the issue was. I will whip up another one and then post the results.

gusty sequoia
#

How do I add a material to one specific thing like the floors instead of one texture going to the wall and the roof of my map? How do I use material slots?

misty lantern
#

You will probably need to learn UV unwrapping after that

manic ginkgo
#

@fallow summit How did u make the clouds? you said it was like ai or smn how did u make it?

fallow summit
#

Not ai

#

Staunchly against ai mind you

#

Its procedural noise

manic ginkgo
#

im sorry i dont understand

#

i want to get the same "cloud" effect

#

but idk how to

potent wraith
# manic ginkgo im sorry i dont understand

Research it. Look it up. Procedural and noise are very common concepts in gamedev.
You need to get into the habit of researching stuff yourself if you want to improve.

manic ginkgo
#

My bad

potent wraith
manic ginkgo
potent wraith
#

Code most likely, yes.

#

Or at least visual scripting/nodes.

#

Procedural basically means that you generate it with some algorithm in real time.

#

Procedural generation, you know.

teal orbit
#

Idk if this is the right channel, but I was thinking about faking movement on a mesh by having some sort of 360 camera project on to a render texture that is applied to an inverted sphere mesh that goes around the target gameobject.

I don't even know if this is possible in Unity. But the idea is that the target gameobject will stay stationary while the textures around it make it seem like it's moving around. Is this possible?

potent wraith
fallow summit
#

Its also relatively simple, just perlin noise fed into a color ramp, the other 4 nodes are the mapping, coordinate and a split node for the pixelization

olive hollow
#

I am trying to make a good looking environment for a group project but they all end up looking crap. Could someone help me?

#

The first scene is a dungeon so I was thiking making the 2nd scene an outer dungeon area but I have no idea where to start

#

How do I find inspiration

fallow summit
#

Would be better if you showed us what you created so far and what your references are

olive hollow
#

True. One sec

#

And obviously the first scene is more poly like (mainly just assets) so I have no idea

olive hollow
#

Anyone?

fallow summit
#

Honestly i have no clue what you expect us to tell you

manic ginkgo
#

if i make a map in blender and i import it to unity is there a easy way to have a mesh collider?

fallow summit
#

You should not make the entire map in blender and import it in unity

#

Its not a good workflow

#

Greybox in unity, use blender to replace greyboxing with individual assets, replace in large logical chunks

manic ginkgo
tribal pivot
manic ginkgo
#

ig ill find out

tribal pivot
fluid oak
manic ginkgo
#

never mind i think i got it

manic ginkgo
#

when im in side of my build my "box" is invisible and from the outside its normal can anyone help me fix this? i thought to flip normals but i cant

misty lantern
manic ginkgo
sacred grotto
#

Hi all. Can anyone recommend how i should organize my texture files?
I'm targeting webgl. I'll do pixel art texture for a 2.5D game, so the tex file can't be compressed

I considered having several 4k atlas. Diffuse, normal, smoothness
But first, maybe 2k is enough
Then, maybe no need for diffuse and just use vertex color for color. So the "shape" of the surface is entirely from the normal and smoothness map

Then i thought, texture atlas means gotta load everything? If i wanna work with addressables then better to have many smaller textures for specific objects, right?

Maybe a compromise is also, not like i'll have no atlas at all. But i'll have smaller size atlas, like a 256x256 for all wood, wood board, wood pattern, related
And maybe a 128x128 for all mechanical, nuts n bolts, atlas
Plastic kinda material might not need much, but they do have shapes and patterns, so maybe having a material with a general pattern atlas, and its own smoothness map of choice?

Also then i thought, maybe for smoothness i only need a small "smoothness gradient map" which consists of.. idk 10x1 pixel of greyscale level of smoothness

So this means, vertex color for color. 1 UV map for normal map mapping. 1 UV map for the smoothness mapping. Having several texture atlas for the same "family" of material surface
And then the rest is the smaller texture set for all the specific textures and unique objects, and these gotta be each individual textures to allow addressables

For the more experienced ones, please comment on my plan
Cheers!

misty lantern
#

And what are you optimizing for

#

Atlasing, addressables, vertex colors, gradient/palette maps are all compromises for alleviating specific issues

sacred grotto
sacred grotto
# misty lantern And what are you optimizing _for_

Webgl, and android. I don't think i need a super optimized, low texture file size kinda thing (it's not like i'm planning to have >1000s types of props/textures), but addressable is for load time
And... i guess asset organization too

misty lantern
misty lantern
#

Will the batching benefit of atlases beat the memory and vram benefit of individual textures? Will it be worth it to replace textures with additional vertex streams? You cannot say for sure unless you have something to test on the target platform and graphics API

sacred grotto
# misty lantern If you want concrete advice you'll have to demonstrate a bit what you're working...

Sry i'm still being hypothetical for now. Gonna make the shader and test making barrel/crate tomorrow
I'm basically making octopath. Specifically this part
https://youtu.be/K6wW0pO08LE?t=1083
In there they're doing full pixel art texture on "bulging quads" kinda, instead of full 3D mesh. I wanna make a full 3D mesh instead (they'll be thrown around and spinning etc). So they can't be static batched

#

This is what my artist made, and i'll be going over it n figure out where to go from here

#

And anyways, i'm just not so experienced with graphics yet in general. Rather than trying to optimize early, my goal is to learn what kinda optimization and organization methods available, given my art style etc, so that i can work towards that
I just don't wanna end up with a workflow that goes against every existing possible standards/workflow

tribal pivot
misty lantern
#

@sacred grotto Whether to use atlasing or not is just one optimization decision out of many
And I understand it's hard to plan around optimized and effective workflows before having experience of actually optimizing performance issues
But there isn't really a shortcut around that, eventually you have to face the issues that appear and start treating them directly
Performance tests can get you to those issues quicker, to potentially avoid having to rework so many of the systems later

indigo jolt
#

How do I make Unity use a specific UV for lightmapping my custom model? I've run into a problem where Im relying on smoothing and normals that I've set up by hand in Blender, and Unity's Generate Lightmap UV automatic functionality doesnt work (I'm smoothing angles that are more than 90 degrees, etc).
Im kinda drawing blanks everywhere. I know I can create multiple UVs in Blender, but how do I make Unity use anything other than UV0 for uuuuh lightmapping/lightbaking?

ivory hornet
#

I have this environemnt ready in Blender and I'm gonna have to get this to Unity. There is no way, I could get the same quality of lighting on Unity right?

fallow summit
#

is this eevee or cycles?

ivory hornet
fallow summit
#

well it really depends on your approach lol

ivory hornet
#

Although I have very little experience

fallow summit
#

getting good lighting in blender is far easier because performance is not really a factor compared to unity

ivory hornet
fallow summit
#

well yeah thats going to be tricky

fallow summit
#

are you on urp?

ivory hornet
#

yes

jovial niche
ivory hornet
#

I tried for about 6 hours! I'm ready to settle for a slightly different approach as well.

fallow summit
#

have you been using baked lighting?

jovial niche
#

did you try post processing

fallow summit
#

also this

#

tonemapping is pretty important

#

cycles uses agx by default, you can use aces in unity

ivory hornet
#

No I haven't used baked lighting.
If its going to be baked, there is no way I can rapidly replace meshes in game

fallow summit
#

yeah i was just asking

#

if you tried it

#

its not nescessary

#

imo the most important factor here is for you to nail your directional light and enviroment lighting first

#

that will have the most influence on your scene

jovial niche
#

add a volume to the scene too

fallow summit
#

add tonemapping set it to aces

#

some color adjustments and bloom

ivory hornet
#

Volumes don't work in urp?

jovial niche
#

just create one

fallow summit
#

volumes is how you get post processing in urp...

#

youre thinking of volumetrics

#

and even then, it can be done

jovial niche
#

do right click>volume>global volume

ivory hornet
#

I'm also fine with delegating this to someone with better knowledge. If you guys know someone lmk.

jovial niche
#

in the scene

ivory hornet
#

Alright.
I'll try the volume
Bloom postprocess
and try tweaking the directional lighting

fallow summit
fallow summit
#

you never stop suffering when learning

jovial niche
#

lol

fallow summit
#

thats the name of the game

ivory hornet