#🔀┃art-asset-workflow

1 messages · Page 30 of 1

fallow summit
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thats about as complicated as it gets lol

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theres dozens of sites

sharp sun
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alr ill check

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thx

wide shell
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Hi guys! Could someone please give me advice on how to make the asset above look like the one on the bottom or similar?, it's something I drew as reference but I don't really know much about lighting to get there on Unity

sharp sun
wide shell
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Is it possible to do both?

sullen plank
sharp sun
wide shell
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I'll give it a look thanks

proven cedar
misty lantern
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Particle shaders have an emission map field just there
Emission relies on the mentioned bloom post processing

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Sprites however have no straightforward way for adding emission

outer coral
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can anyone help me out

fallow summit
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what are we looking at here?

outer coral
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its a model i imported into nascar heat 5 but idk whats going on with the textures and i dont know how to fix it since i am VERY inexperienced

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ive been told its like a uv something

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but since they dont know anything about unity i thought id ask here for a second opinion

fallow summit
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I dont think is a Unity issue

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nor can we really help you here, youre going to have to get support from the nascar heat 5 community for this

outer coral
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alrighty

regal oak
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Utilizing OpenUSD, Hydra with MaterialX with Blender and Unity talking to one another?

rotund furnace
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anyone know why the top part is lighter than the bottom? I exported them with the same settings, but one reacts to the light vastly different

misty lantern
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For example one of the normal maps not set as type: normal map

mellow swift
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What do you think about the grass for my game

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It's a cartoon style i pretend

mellow swift
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sorry

celest temple
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hi

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vertex color correctly exported?

dry geyser
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If i wanted to add additional bones to a Character (wings) would that mess up anything in Unity, like being recognized as a humaniod, etc. or should I use a second armature for that? would parenting it off the spine somewhere be ok?

celest temple
sullen plank
celest temple
sullen plank
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You need to check the mesh normals and normalize them if needed. And if it's generally not malformed

sullen plank
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Also test your shader if it functions correctly on a basic shape

celest temple
celest temple
sullen plank
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so test that it workes correctly, follow a tutorial

celest temple
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@sullen plank

hot anvil
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I need to know if it's possible to reconstruct a normal map in shader graph only from Red and Green channels of a texture that's marked and sampled as a default texture type

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because nothing really gives me a fully correct result

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I can get something 95% close to as if I'm sampling a regular normal map, but it's all just random numbers and guesswork, because standard range remapping and z channel reconstruction really don't work, even if it's done fully manually, step by mathematical step

winter tendon
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There is a problem with one of my assets. So i downloaded this forest scene from the asset store, and i copied its grass assets and tree assets into my own scene. These assets come with their own custom shader, simulating grass and leaf flow from wind. The problem is that the shader effect doesnt show up in my own scene, and will only load if i load the asset scene first then go back to my own scene

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how do i fix this? how do i make the grass and tree assets behave normally in my own scene without needing to reload the other scene every time?

hot anvil
# hot anvil I can get something 95% close to as if I'm sampling a regular normal map, but it...

Scratch that, it's because I'm storing the data in R and G channels, unlike unity that stores XY directions in A and G channels, thus increasing their precision. I don't mind lack of precision, since im doing this for optimization reasons (I'll probably end up shuffling the channels around anyways). My problem now is that I have to multiply the XY directions with around 2.35 in order for 'Normal Unpack' node output to be mostly accurate and that is so confusing to me since the documentation on normal unpack node says that it already does all the necessary computations to turn XY directions into useable normal vectors...

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Well it works so atwhatcost

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I won't question it

hot anvil
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Oh it's because I'm utilizing texture in sRGB instead of linear space and 2.35 multiplication is just an approximation of converting to linear 🤦🏻

ornate turtle
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Hello! I'm having troubles with lighting in my game. Can anyone help please :P

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The player is holding a torch but all the shadows are broken and sometimes the shadow of an object like separate or something

golden sand
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Hello! I'd like to ask about optimization. I recently discovered that when creating a landscape (adding grass), the number of polygons in the camera's viewport is rapidly increasing. I currently have a fairly small level with about 7 million polygons, 90% of which is grass. Is there a way to optimize this to a reasonable scale without significantly affecting image quality? I've tried adjusting the terrain component settings, but they all result in either too little grass or an unsightly look.

gusty pasture
potent wraith
nova gyro
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I have a very vague question about higher detail debris in games. I was watching a playthrough of the game Reanimal and am wondering what workflow they'd be using for all these seemingly sculpted chunks of sidewalk, road, etc. Like does anybody know if games typically can get away with texturing all these pieces regularly without using up too much ram? Or do they just use really great tri-planars? Or maybe something inbetween, they're sculpting and baking down a normal map and then using a triplanar for the base color?

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I'm assuming it depends on the game and artstyle, but I'm just curious about all the different ways that a high level 3D artist would approach it

compact summit
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my normal maps are showing up on all textures except one, any help? yes i set the texture to normal map and that didn't work

forest dome
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Can someone confirm if animation blending isn't applicable for legacy animations? For some reason with my current Blender to Unity workflow it doesn't let me use the embedded animations if they're not set to legacy.

grave garnet
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Show the inspector of whatever you mean

wintry mountain
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so how do i extract the image from packaging preview?

fluid oak
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Not blending using mecanim, anyway.

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For legacy you'd use Animation.Crossfade()

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Though in MOST cases you'll want to fix whatever reason it is making you mark as legacy.

forest dome
compact summit
misty lantern
fluid oak
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Does that part of the mesh have correct normals and tangents?

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And uvs, of course.

forest dome
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Anyone know why the event timeline for this clip is so weird? Like why isn't the end of the clip the end of the timeline by default? It's also not even accurate to the import warning's range.

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the docs for imported animation events doesn't even explain what the disparity is about, it just shows the timeline

quasi jungle
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anybody has any experience with creating a realistic hair card shader in hdrp? i tried the sample material too but the hair geniunely looks like plastic

wintry mountain
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why doesnt my pack preview make an image??

obtuse oyster
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There is no self promotion allowed on this server outside of the specific reasons and channels mentioned in #📖┃code-of-conduct

summer jetty
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i've tried looking into how to fix pink imported materials, but i dont have any other options under Edit > Rendering besides these ones. how do i fix these materials?

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nvm i found it

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ok, so whenever i add a new asset i cant just reuse the render converter window. is that normal?

raw plinth
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question how do i make the triangels visible in blender?

gusty pasture
fallow summit
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Or like the topology?

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You set shading to flat

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Or just entering edit mode?

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Can you please clarify @raw plinth

deft pine
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guys, how do I apply worldspace tiling in unity to a SBSAR file material that I imported from Substance designer?

fluid oak
chrome viper
# nova gyro I have a very vague question about higher detail debris in games. I was watching...

I think in many cases they create a few sculpted variations of a tile or debris chunk (maybe 2–3 versions) and then reuse them across the level. In the engine they duplicate, rotate, scale, and place those meshes to build the environment.

For example, imagine only one or two stair steps are sculpted, then those same meshes are instanced multiple times to build the whole staircase. This saves a lot of memory because the engine reuses the same mesh data.

Technically this is called instancing. Many level designers also assemble these modular pieces directly in the engine (Unity/Unreal), though sometimes they prototype the layout in their DCC(Blender/Maya/3dMax) tool and export it as a set.

deft pine
fluid oak
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Substance files generate textures - so they only work in UV space. Any world space UVs would need to be at the shader level.

kind wolf
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Would it be considered normal for a URP material that is not shiny at all to not have a metallic map?

fallow summit
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If it has no metallic or smoothness then yeah you dont need a texture for it

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Just use the slider

grave garnet
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I did recently notice that some built-in shaders might compile into different shader variants (with different keywords) when they have a texture vs. when they don't

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So that might be something to keep in mind (related to the material question above)

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It could break batching so sometimes it might be beneficial to use a blank texture

long isle
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Unity doesn't recognized linked object data. Am I missing something extremely obvious?

potent wraith
long isle
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After doing some reading, Unity imports blend files and converts it to fbx internally by running a py script. So it doesn't matter which of those formats. Within the script itself it doesn't bother checking mesh instances. If it sees an object it just creates a mesh copy to avoid issues. Now that I know it's using py, I'm wondering if where I can find and edit it to make it do what I want it to.

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Well I found it, it's called Unity-BlenderToFBX and it looks like they have not touched it since blender 2.8 release. To think this little script would eliminate so many import headaches if someone took the time to update it.

potent wraith
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You'd rarely use dcc software unique formats for final assets. It's more common to export to fbx or other universal formats.

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It's not a great idea to store and use the blend files in your unity project directly.

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If you work in a team, environments without blender or a different blender version might not be able to import the asset or there might be some subtle differences. Unchanging fbx files on the other hand are rock solid.

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That py script likely just asks blender to export the fbx file, so there's probably not much stuff to adjust since blender 2.8

long isle
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Well yeah but I can tell unity to ignore certain objects such as duplicates that have shared data. I can replace them with empties and within unity run my own import script do the appropriate conversion back to what is should be. Literally the only thing Unity messed around with was fixing the infamous rotation problem which wasn't really a fix.

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behold a decade of problem solving # -90 degrees
mtx4_x90n = Matrix.Rotation(-math.pi / 2.0, 4, 'X')

potent wraith
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Yep. That's why export the fbx yourself with the desired settings. Don't rely on Unity to do it automatically.

misty lantern
long isle
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Are you speaking of Unity's exporter? Because that sure isn't the case when importing Blender -> Unity. Not exactly sure what I'm doing wrong but in Blender (5.0.1) objects duplicated using Alt + D are not sharing meshes when exported to Unity (6.0).

misty lantern
long isle
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Hmm, I'm not a fan of jumping around Unity versions but I think I'll make the jump to LTS just for the support. I really hope that it's all on Unity's side. Modifying that py script seems like such a hack job and I can't say I'm a fan of my solution.

whole inlet
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what have i done wrong with this model? .fbx with embedded textures some parts of the texture seem to pop in and out and some are not loading at all despite the UV map seemingly being correct im new to unity and any help would be apprecated

misty lantern
whole inlet
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thank you!

fallow summit
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need help with something?

manic ginkgo
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When i import my map into unity from blender Some parts are like inside out and others aren't I would flip the normals but its detailed and it would take to long. Is there a way to do this easier and faster?

misty lantern
manic ginkgo
hoary kindle
manic ginkgo
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ty

manic ginkgo
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ive been trying for a while now

fallow summit
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litterally the first solution you are given when you google "blender recalculate outside"

manic ginkgo
fallow summit
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can you enable face orientation and screeenshot before and after

manic ginkgo
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its like some parts arent right for some reason

fallow summit
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is the 2nd screenshot after you recalculate?

manic ginkgo
fallow summit
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because it fixes 90% of the faces, for the rest its a matter of manually selecting them and doing the same thing.

fallow summit
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well the correct way would have been periodically checking if your faces are oriented properly while building the model itself

manic ginkgo
limber spruce
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Hello, i've swapped from using sprites in my project to spine skeletons, i'm using the skeleton mecanim script and i am attempting to play a material change to flash the enemy white when he is getting hit.
i'm used to doing it with just a white material but considering skeleton mecanim overrides the material, and if i force it to change creates an ugly extra layer of white around the character, i was hoping someone knows the corect way to handle white flashes with skeleton mecanim

fluid oak
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Though if your white material is just opaque white, you'll probably see the full mesh - it would need to take the sprite alpha into account. With normal unity sprites this just means using the main texture alpha, no idea about how spine works.

spare surge
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having issues with scale broadly, so i have this stuff in my scene and i want to bring this back to blender so i have a reference/something tho build off off, whats the best way to go about that? they are all just planes

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if i export to fbx will that screw with the scale at all?

green latch
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Characters should be a single mesh or can they have the mesh separated?, or what is better practice all assets should be a single mesh?

fallow summit
green latch
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and for example a character with different outfits, do i have two model with the same skeleton or do i just turn on and off mesh?

fallow summit
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once again it depends

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but the correct choice would be different models with the same skeleton

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or at least something more modular in general

misty lantern
# spare surge if i export to fbx will that screw with the scale at all?

Using the FBX Exporter, usually no
Doesn't really make a difference, because you want to get the relative scales right
You can always change the scale after importing with scale multiplier or just scaling it so it's right, especially since you have the reference model in Unity pre-export to compare to
Likely will have something to compare to in Blender too to make sure it's right
And you probably want a script or a plugin to do the blender fbx exporting with correct transforms each time
https://polynook.com/learn/how-to-export-models-from-blender-to-unity
Here's also an explanation if you want to know how to do it manually

green latch
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what material/shader should i use for my character, i have an albedo/diffuse, roughness, nomal, metallic, opacity, emission and subsurface scattering maps, i didn't set up the materials in engine since i wanted to learn how to do it in engine

proven cedar
green latch
proven cedar
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whatever shader you used in substance, you can try and see if someone made a similar one for unity, or you can try make one yourself that uses all those channels if you think they are all important. When you create a shader graph you can put your textures in as image inputs, and plug them in as a start. Then work on adding that subsurface scattering, or any features to build the style of your game.

sorry that it's vague, shaders are built for their specific projects, and it's up to you what the final look is and what your pipeline is.

manic ginkgo
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Can someone help me with my camera effects? I cant find any videos talking about how to add effects to cameras

grave garnet
misty lantern
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@manic ginkgo There's a channel #💥┃post-processing for it too
Though an "effect" could mean many things, post processing means full screen shaders specifically

manic ginkgo
wild zephyr
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Hello! I’m looking for advice on managing Vertex Color assignment by ID to speed up texturing in Substance Painter.

So far, this workflow has been really effective and saves me a lot of time. However, I’ve run into a limitation that I’m not sure if I'm going to tackle in the most effective way. Initially, I assumed the color wheel would allow for virtually unlimited color variation, similar to a Photoshop color picker, but that doesn’t seem to be the case.

In practice, if I assign two very similar shades (e.g., different pinks) to separate objects, Substance can end up treating them as the same and applies the same texture to both, even if the hex code is completely different between the two. Not much of an issue for objects that take up let's say an individual 1k or 2k texture, but becomes problematic when working with 4k texture atlases which I prefer in some cases (item collections).

At the moment, my workaround is to create a new Blender file after about 5–7 objects, texture them in Substance, and then manually stitch the textures together in Photoshop. This adds extra overhead, especially since I need to carefully manage UVs to avoid overlaps.

Does anyone have a suggestion? Ideally, I’d like to maintain a larger atlas workflow without running into color ID conflicts.

green latch
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How are the textures maps that combine a texture map per color channel called(like one in red, one in green and blue)? And how do you make them?

proven cedar
green latch
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yes

gritty raft
gritty raft
misty lantern
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If someone has a tip for a good channel packing program or plugin I'd welcome it

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Becoming dependent on Substance or crafting your own channel packer aren't practical options for many

gritty raft
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i generally use Krita, but i would not call it easy, results are good though. there are also a couple free plugins (at least free at one point) in the Asset Store, they are decent, but i have not fully analyzed them for efficiency/size of output. I will run some tests today and post the good ones. pretty sure i recall a couple stand-alone free programs too, but those were windows, so not sure i can test on Linux (not testing unless native)

misty lantern
gritty raft
misty lantern
# gritty raft Usually, a channel packed map Would be linear or non-color data, for a few techn...

It was long ago by now but I think the issue I had with this one
https://github.com/camobiwon/ChannelPacker
that the source images had to be incorrectly exported as sRGB for the result to be in the correct color space, or the resulting texture was correctly linear only when set as sRGB
Meaning ultimately that color precision was lost because it was doing the conversion unnecessarily
But I probably should confirm that again

gritty raft
gritty raft
misty lantern
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Personally my method has been using Blender's shader editor or compositor to sort of automate the process
But both of those have their quirks, and require proper setup so it's not easy to recommend

gritty raft
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yeah, not a bad idea, but in the AI generation .. 'what do you mean i can't just think it and have it happen? i have to make a node? whats a node?' so not sure we could convince the kids that "if you want something done, you gotta do it yourself" 🙃 sorry, just being an ornery old man

misty lantern
# gritty raft yeah, not a bad idea, but in the AI generation .. 'what do you mean i can't just...

For me it's more like a gap in a bridge along the official route, that forces everyone to stop and take a detour, and learn rock climbing while at it too, when really there's no reason for the gap to be there at all
Frustrating to see a repeat of
"I'm an artist wondering why I can't use standard PBR material formats in Unity"
"You can just write your own channel packing program or whatever, no big deal"

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Adding of swizzling into the texture importer is in the same category
Swizzling may be technically trivial, but it becomes a pointless roadblock for anyone unfamiliar with it
And very tedious to have to keep doing externally by hand if you don't already have a pro workflow

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There seems to be no reason why textures couldn't be recombined arbitrarily, just like swizzling can be done now
Unity already has a tool that has all that's needed for this feature too, the Image Sequencer of VFXToolBox can generate combined textures from multiple source images and keeps it in a non-destructive format
Just doesn't include texture packing specifically
So close yet so far

gritty raft
# misty lantern There seems to be no reason why textures couldn't be recombined arbitrarily, jus...

you're certainly not wrong on any of those points. I have been shutdown out of frustration with that and similar. the design of the tools, and the expectations of users are far out of sync. it is not at all unreasonable to expect that function, and it should honestly be there. it has been, and continues to be a primary pain point for me to sit down and go, 'Ok! time to do this, this and that!' only to find what i thought would be core function is actually going to require me to write custom shaders, several scripts, stand on my head, and dance a jig. by the time i am done, i forgot what i was even doing it for, If i even bothered starting once the realization of it struck.
regarding the crashing of my system issue, it is still happening, so i will have to focus on that for the time being, so, i will not be able to spend time testing the tools today

misty lantern
gritty raft
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ironic indeed

glass fulcrum
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Hey folks, Im an artist working in a city management project and I have a few questions, maybe you have some ideas. I got this 3D model of a city )eventually the city will be generated but for now Im working with this placeholder) and Im running into issues with the scale. If I make the building scale to 1 unit = 1 meter I get a gigantic scene with a lot of camera clipping and light clipping issues. But if I keep it smaller I can´t find a way of having the fog effects work at an appropriate relative distance (using COZY skies here)

fallow summit
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games typically dont do this because its not feasible, at least not without serious performance overhead

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I would suggest you look into "World streaming/chunks"

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and "Floating Origin"

glass fulcrum
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each city block is a model and they are essentially cubes atm so Im not experiencing any performance issues

fallow summit
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did you set your camera clipping settings up?

glass fulcrum
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Well thats my question. Since the camera and player will never be close to the city, what would be the best approach? There is no street level view planned for the game, "detail" view would still cover a city block (think Sim City 3000)

fallow summit
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honestly at that point dont bother with 1:1 scale then

glass fulcrum
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Im supposing that is best to "shrink down" the fog to the scale Im using instead of having a 1 unit to 1 meter. But I dont know how to do that

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(Im a 2D artist by trade in case it wasnt painfully obvious)

fallow summit
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well with the fog

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you dont have to literally shrink it

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you need to adjust its parameters to be proportional to your smaller scale

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Think of the fog like this:
"Fog starts at X meters and becomes solid at Y meters"

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honestly i say, set your scene up so its smaller, like 10x if you want, set the camera up, and start tweaking the fog from there

glass fulcrum
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but where can I find the fog settings (or scale settings etc) is it per-scene?

fallow summit
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well to be honest, you mentioned the fog effects

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i assumed you already had some volumetric fog solution for the project lol

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is it urp or hdrp

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cozy skies was it?

glass fulcrum
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URP with COZY Stylised Weather (I got the name a bit off). You can recolor the fog but Im assuming its reading the fog from the camera/depth information (their discord is my next stop for sure)

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Came here first assuming that there could be other issues Im not aware at the moment of using such extreme scale difference

fallow summit
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for third party assets you are always better off getting help from them directly

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but also do check out the docs

glass fulcrum
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thanks, appreciated dude 🙏

hidden dome
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so i modeled in blender but it looks horrible can someone help me in dms for a easy way to make it look better

forest dome
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Got a couple of questions related to a character with an armature I exported from Blender. For some reason the bounding box of the skinned mesh renderer is angled like this? All the transformations were applied but from what I've seen this isn't normal.

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the other question has to do with the mesh rotating 90 degrees counterclockwise when an animation is played through the animator, even though again all the transformations were applied before exporting. I can show my FBX export settings if that would help provide clarity

forest dome
gritty raft
# forest dome Got a couple of questions related to a character with an armature I exported fro...

In this video I demonstrate the problems related to exporting FBX files from Blender and importing them into Unity. It also demonstrates methods to solve the problem.

Become a Patreon and join the Tutorial Tier to download the .blend files I created for this video: https://www.patreon.com/imphenzia

Download the Blender Batch FBX Export Addon h...

▶ Play video
flat garden
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Not super new to unity, but can someone help me import an FBX? I can get the model just not the textures

forest dome
random stag
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hi im having trouble with the assets it keeps going into pink and when i press the scan on the render pipeline converter it doesnt do anything anyone knows how to fix this issue?

forest dome
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Sorry I've not used the pipeline converter else I might know something. The assets most likely revert to pink because of the material maps not existing or something.

green latch
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I'm tiling a shape to repeat on a shader, how can i make the shapes overlap?

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I'm using a tiling offest node with a triplanar node

gusty thistle
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I have a question I’m using hdrp pipeline but it’s missing a lot of material like the particle one for example. Everywhere online says to goto project manager and find the hdrp in there but I’m not seeing it there so is there a way to force load or unlock all the materials so I have access to them

potent wraith
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Neither unity nor the render pipelines provide any materials aside from the standard ones assigned to newly created objects.

sullen plank
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!collab

lofty gladeBOT
# sullen plank !collab

:loudspeaker: Collaborating and Job Posting

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

fallow summit
ivory gorge
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Guys how do i delete points from this freeform shape?

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pressing delete just deletes the whole object

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Also the target sorting layers don't seem to work at all?

gloomy cairn
hollow stag
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Hi everyone. I have a blockout in place with correct pivot points that i need to replace with my finished fbx files. Is there a way to change the material in the fbx parent object that has the mesh and the material in it? The material is all greyed out right now

misty lantern
signal bobcat
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Hey I am trying to create a simple shader that changes a black image sprite sheet to the color white or any color. What am I doing wrong?

proven cedar
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@signal bobcat
why not change the black image to white and have the colour multiply to it? why does the image have to be black?

alternatively, you can plug the rgb or just one of the channels, one minus, and then have the colour multiply with that

misty lantern
signal bobcat
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Thanks I was able to make it work

violet walrus
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sample texture.r > one mins > multiply(color)

supple bramble
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didnt know where to post this but im having trouble with getting unity to recognize blender?

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t worked then i updated to unity 6000.4.0f1 now it doesnt

violet walrus
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i highly recommend not putting .blend files in unity

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just export to fbx for unity @supple bramble

supple bramble
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Yeah but now I gotta go and redo the prefabs and I have alot of em

violet walrus
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how is your blender installed?

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also run which blender in a terminal and see what you get

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@supple bramble is that blender from the distro package manager or is it a flatpak or something

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if that gets nothing can try ls /usr/bin | grep blender

supple bramble
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I just used sudo

tribal pivot
violet walrus
supple bramble
manic ginkgo
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How do i use bakery ? I just got it but i kinda dont know how to use it

potent wraith
manic ginkgo
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also i didnt get it from unity asset store

potent wraith
wary vortex
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anyone here use blender to make models and put them inside unity?

grave garnet
green latch
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how can i update an asset in scene if i made changes to the model?

grave garnet
wary vortex
wary vortex
grave garnet
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The textures are probably child assets of the FBX or in the same folder, create a Material and drag them into it

misty lantern
# wary vortex When I Import my fxb model into unity the textures aren’t there

If the textures are in Assets/Textures/ folder, or in the same folder as the mesh, they can be automatically assigned to the default imported material
But the textures aren't imported automatically
If they were packed in the fbx they can be Extracted using mesh import settings
But as mentioned it's often better to create the materials and import the textures separately
The automatically imported materials are often missing properties that the blender material originally had, and can't use all the features your render pipeline's materials have
To be able to Extract a texture from the mesh, it must be Packed into the mesh before exporting, which makes the file bigger and ties the texture to the specific file version
Packing and then Extracting is also no faster than just drag & dropping the texture into Unity to begin with

blissful zenith
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anyone know why my sprite chunk isnt displaying a preview and isnt viewable in the scence on onpening?

blissful zenith
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ok thanks

chrome viper
next seal
#

hello! does anyone know why if I import my model (fbx) to unity, it becomes like this even if its fine if i import it into blender?

gritty raft
#

it looks like you have a strong normal map active on it. it also looks like you do not have any smoothing information

#

also, calculate normals, instead of importing them, on that input dialog

next seal
#

thank u hunanbean 😊

sacred grotto
#

Hi guys. Anyone tried Smile Game Builder and if the unity exporter for it works ok?

dry geyser
#

if i have a single armature in Blender and I have a bunch of various animations / NLA Strips that target individual bones. I would be able to individually animate / mix and match / and blend them together in Unity? correct?

misty lantern
# dry geyser if i have a single armature in Blender and I have a bunch of various animations ...

Yes
Though the linked article is about creating these masked clips, while that's what you already have
The Animator's workflow for this would be that every clip you want to play concurrently with others would have to be on its own animation layer
A layer can only have one state playing at a time (or be blending between states) and states which have more than one clip can only play one (or blend between them), not stack them

#

You can have a lot of layers, and they have useful features like syncing and masking, but it's up to you to script a system that makes it practical to actually do the mixing and matching

#

If you need to be able to mix and match any and all of your clips and have a huge number of them, that would mean a huge number of one-clip layers
Which the animator isn't necessarily designed for so it might get unwieldy to manage or lose performance
I'd do a test of the "worst case scenario" to see how it is, and consider combining clips into only as many states and layers as is necessary

dry geyser
#

gotcha, i wouldnt have too many layers, but thats good to know. its a quadraped like a robotic spider so the legs are one layer, arms are a layer, and then maybe 1 or 2 little misc layers like gizmos and gadgets but ill test it out, i already have something going thats working good with just 2 layers (just did after asking) and so i will play with it and see if i want to expand on this anymore and the performance of things

green latch
#

any good tutorial on 3rd person controls that also explain the animator? Any more resent ones?

outer halo
#

The animator hasn't changed 🤷‍♂️

green latch
#

haven´t used it in my life so i don´t know that

misty lantern
green latch
#

thanks

lost wigeon
#

Hey, I'm looking for some help, please.
I'm using synty assets, and want to give everything a bit of a toon look.
I decided to to go with the free outline tool. Up close i think it looks good, but anything in the distance is just bad.
Can anyone give me any tips, please?

fallow summit
#

does the asset not have any settings for you to tweak?

#

we dont even know what outline tool you are using

lost wigeon
lost wigeon
fallow summit
#

"Scale With Distance The outlines will be reduced in size while zooming out. This will keep the outline the same size relative to the object it is outlining. You can also set a Minimum Width to keep the outlines from becoming so small that you can no longer see them."

lost wigeon
opal turtle
#

Hey,
Does anyone know where I can find these types of idle games assets please ? Like I see the same style for most of Idle Games online and was wondering if there's a place where I can find packs of these assets

outer halo
#

The Unity asset store?

opal turtle
outer halo
#

There are definitely hyper casual assets on the store. You have access to the same as everyone else.

#

But if your extensive search hasn't resulted in anything, then there probably is no treasure trove of assets.

opal turtle
#

Now I just need to find the environement

lusty coyote
#

hi ppl may i know how can i use a unity asset file ?

sullen plank
#

@lusty coyote Don't cross-post, and you're already being answered

lusty coyote
#

srry mb

dense oar
#

How do I make a tilemap swatch of a game object, without any tile artwork at all, only the mesh?

#

I can 'replace' the mesh in the Game Object selection there, but that has two problems I cant solve:

  1. I have to navigate the project every time I switch gameobject
  2. it wont replace other gameobjects when you paint over them
misty lantern
solid sonnet
#

hey, is there any proper way of placing prefabs without doing it by hand? like filling out a forest or something like that. I know people recommend polybrush but i didnt find it in the unity packages anymore

atomic island
#

yo whats up guys, I'm trying to get unitychan to start working in URP, I'm having issues with her animations and shaders not loading in, someone told me I have to diffuse the basemap but I'm not quite sure what that means, any advice?
the second image is how it originally looks without any tinkering

fallow summit
#

you need to switch to a urp shader

#

the material's shader rn is not compatible with urp

atomic island
#

thats what I tried to do in the first one I think, universal render pipeline lit; but it just made it gray

fallow summit
#

It made it gray because it removed all the textures

#

since it was now a different shader

#

you just have to reassign the textures

#

the diffuse, normal map etc.

atomic island
#

this is my first project ever, how can I assign textures?

winged obsidian
#

notice how no textures are plugged in here

#

drag textures into those squares

#

When you switch shaders, the existing material properties are kept

#

But if the names don't match, that doesn't really help you

atomic island
#

is there a URP ready unitychan by any chance?

fallow summit
#

probably not unless the asset offers one

#

you will also have to learn how to do this eventually so why postpone it

#

these are unity essentials

atomic island
#

its more tedious than anything but I guess it can't be helped, all the other free models have the same issues

fallow summit
#

its not really an issue

#

you just need to find assets that are made for urp

#

if you plan to use urp

#

or convert them

atomic island
#

can I search for URP specific models?

violet walrus
#

not all maps are needed and the inputs for URP are pretty simple

fallow summit
#

but also

violet walrus
#

even stuff made for unreal can often work as long as you invert the roughness first so it becomes a smoothness map and channel pack correctly

fallow summit
#

these are unity basics

#

and you need to learn this

misty lantern
#

Unity Toon Shader package uses unitychan as an example in the docs, but I don't know if it's downloadable
It's where I'd check

atomic island
#

where can I find that?

fallow summit
#

All thats going to do is give you a different shader to use at the end of the day you will still need to assign those textures

atomic island
#

dang, well fair enough. i guess there's no fast and easy way to go about this

fallow summit
#

there rarely is when it comes to game development

#

you cant shortcut knowledge

violet walrus
#

you really have to learn the ins and outs of a process and workflow before you can optmize it

#

if you only work with ready made and setup stuff, you are just extremely limited with what you can accomplish and will be left dead in the water when something goes wrong

marsh python
#

does anyone know how i can achieve similar visual style in unity?

#

more specifically what kind of post processing settings would i need

sturdy coyote
#

i'm new to unity and am working on a group project for school. im looking at tutorials and trying to get this model i made to import properly from blender but no matter what i do there seems to be a problem with it.

  1. the model is spun 180 degrees around the y axis when i import it, regardless of if i export it with z or -z forward, or if i apply or don't apply transforms in the export settings. in blender, all the objects have their transforms applied. am i going crazy? am i just reading the axis wrong? is this normal??
  2. i was also having trouble getting it to stay in rest pose by default because it kept using the first frame of one of its animations as the rest pose, i had to cheese by just adding an animation of the rest post and sorting it up top alphabetically, so if im also doing something wrong with animations i'd love to know. thank you!

im using 6000.3.6f1, required by my school and is also what my teammates are using.

misty lantern
# sturdy coyote i'm new to unity and am working on a group project for school. im looking at tut...
  1. Yes, expected because the coordinate systems are different you cannot fix it just with those axis settings
    https://polynook.com/learn/how-to-export-models-from-blender-to-unity
    Here's an article explaining the reasons and solutions in full, but ultimately you likely want to use a script, or a plugin if you get issues with the script
  2. I don't recall where Unity gets the "rest pose" on export but I think it might not be conceptually the same as Rest Pose in blender, it might even be affected by which clip you're previewing but could also be different whether you're exporting using action editor or NLA editor, not sure
simple kindle
#

@muted fjord Maybe this might help. The image with the blue square shows the (r,g,b) texture mask used for visible, explored and in-bounds cells. I've since inverted what goes into the blue channel. The top-right image shows the alpha channel output for the effect. I've changed it up since I sampled these textures in realtime and now what I do is convert the vision map into a 4-channel splat map that infers visible, explored, unexplored and out-of-bounds.

#

So it's vision map => fog splat-map => fog overlay. In the splat map stage, all four channels add up to exactly 1 (which is not shown here, because it's not sRGB data)

muted fjord
#

Nice!

#

Mine has a single channel and I just use 0 for hidden, 0.5 for explored and 1 for visible

#

But I only use it for visuals, the actual data is stored in 2 byte arrays

simple kindle
#

This image shows a bug which demonstrates that I only update cells when they're part of the delta set for a given frame. I first get a big list of all the square areas where units have moved and then figure out what lives within a circle around the unit. Only units that moved modify the interest set.

muted fjord
#

Yeah I’m using a similar algorithm

#

How are you checking a cell’s visibility? I first tried doing raycasts but that was super slow

simple kindle
muted fjord
#

Ah ok

simple kindle
#

I'm going to be using line checks, but I actually have to build out that whole feature set. My game simulation is pure C/C# and imported referenced by the client as a DLL, so it's all span and arraypools where I can manage it.

muted fjord
#

Damn, that’s beyond me

#

My main optimization focus has been on enemy AI since I have a few thousand active enemies

simple kindle
#

Yeah, speed is a real problem for RTS games, but the genre worked already in the 90s.

muted fjord
#

Yeah… I should really be using full DOTS but I can never get into the workflow, so I’m still struggling to hit framerates

simple kindle
muted fjord
#

Yeah, what I have now is a hybrid approach so enemies are still gameobjects and their main logic runs on monobehaviors, but I offload the crowd sim and collision to a Job

simple kindle
#

Inside struct UnitHandle:

public ref ColliderData Collider => ref _table.Collider[Resolve()];
public ref AttackerData Attacker => ref _table.Attacker[Resolve()];
public ref DefenderData Defender => ref _table.Defender[Resolve()];
...```

Inside `class UnitTable`:
```public ushort[] OwnerId;
public ushort[] ArchetypeId;
public TransformData[] Transform;
public VisionData[] Vision;
public OrderProviderData[] OrderProvider;
public MoverData[] Mover;
public ColliderData[] Collider;
public AttackerData[] Attacker;
public DefenderData[] Defender;
...```

Then in my main loop:
```...
AttackSystem.Tick();
MovementSystem.Prepass();
CollisionSystem.Tick();
MovementSystem.Tick();
MovementSystem.ReportTransformChanges();
...```
muted fjord
#

Huh, interesting

#

How versatile is this?

simple kindle
#

Also inside UnitHandle:

public int Resolve() {
    TryGetIndex(out var _index);
    return _index;
}```
All the arrays are dense, so if I ever retire a unit, I swap the index of the "dead" unit with the last one in the table, swapping the data in every parallel array to reflect the change. UnitTable also stores the index of each unit by it's id, so all UnitHandle really holds onto is it's id. The id is a unique ulong and the index is a dense memory address.
#
    int index = u.Resolve();
    if (index == 0) return;
    int last = _count;
    if (index != last) {
        Transform[index] = Transform[last];
    ...
        Defender[index] = Defender[last];
        EntityId[index] = EntityId[last];
        _generation[index] = _generation[last];

        // Update lookup for moved entity
        _idToIndex[EntityId[index]] = index;
    }
    _generation[last]++;
    _count--;
    _idToIndex.Remove(u.Id);
}```
Here's how I "delete" units. `_generation` counts how many times a particular index has been used, so if I have a stale index stored somewhere and the key (index, generation) doesn't match what's in the table, I know for sure the handle is pointing to a unit that doesn't exist anymore.

Also, all my arrays start at 1 to guard against null handles. `public static UnitHandle Null => new UnitHandle(null!, 0);` // Args are the table that the handle points to and its id
muted fjord
#

Damn this is some smart stuff

#

My system is a huge mess in comparison haha

simple kindle
muted fjord
#

Thanks! Best of luck with your project, you definitely seem to know what you're doing haha

simple kindle
muted fjord
#

There sure is. Thank you!

fiery lynx
#

Hello guys, can somebody please explain how to export my model to unity (from blender) with correct pivot position? All transforms are applied as it can be seen in the image. I've tried with both fbx and obj, but it didn't work

sullen plank
#

Make sure you have selected correct Gizmo display in Pivot mode in the editor

fiery lynx
#

hmm i am not exactly sure what is pivot mode, but this is how my gizmos is configured for context:

#

it isn't just visual error if that's what you were thinking. when i try to rotate my obj, it rotates around center, not around the edge

fiery lynx
#

oh got it tnx

#

so it is little bit behind center for some reason.

tribal pivot
fiery lynx
#

it should be at the bottom left corner

fiery lynx
tribal pivot
fiery lynx
#

So I suppouse that I should just leave my transform as is? Shouldn't apply it after I have moved my pivot? Because if I do apply it, it will just go back to the center of geometry, which is what I am trying to avoid

fiery lynx
#

I will try that, thank you

#

so this should be what i am looking for right?

tribal pivot
fiery lynx
#

this worked, thank you for your help 💪

raw plinth
#

i dident use blender in a while and forgot how to change the axes stuff extrudes

#

how do i change it?

raw plinth
#

thanks

raw plinth
#

how many triangles should my charecters body be? ill use this for the player npcs and some enemys

tribal pivot
#

you should make it have as little as it can while still looking good

opal turtle
#

Hey,
Does anyone know where I can find these assets packs of idle / tycoon games assets please ? Like I see the same style for most of Idle Games online and was wondering if there's a place where I can find packs of these assets

opal turtle
# tribal pivot the asset store

Already looked, I need the name of those assets please. I found some characters that look like these but in terms of environement not much

tribal pivot
opal turtle
tribal pivot
opal turtle
tribal pivot
# opal turtle Already checked Kenney, Kaykit, Tiny Treats, Supermarket Pack (Abidi Studio) but...

Elevate your workflow with the Value Bundle – POLYGON Shops Pack and Shopping Plaza Map asset from Synty Studios. Find this & other Environments options on the Unity Asset Store.

opal turtle
wanton epoch
#

If this is the wrong channel, I'm sorry, but I'm unsure where else to post this.

I need a cardboard model for my game which I control the scale of via code, and I want the cardboard texture to properly tile depending on the scale. Also I'm using Combine Mesh to combine multiples together as I'm using that for a level editor-type game.
How do I create a UV for that cardboard (which right now is just a default cube with all of its faces removed except for two of them so only two quads with a shared edge remain, and I'd ideally like to keep that for my lowest LODs) that properly tiles no matter how much I scale the model and doesn't get stretched? Plus I have separate edge textures as shown with this debug texture in this screenshot here.

I initially created an atlas texture for this but it ended up becoming way too complicated with way too many calculations for what is ultimately a static texture, so I'm back to the drawing board and looking into how else I can do this. Ideally I'd also like to create a higher LOD version of this cardboard which actually has a bit of procedural deformation, but in order to get this running on lowest hardware devices I'd like to fake as much as possible using normal, ambient occlusion and height maps.

Should I procedurally generate that model in Unity and map it there or what's the best approach here? I'm out of ideas.

raw plinth
#

ill try to figure out rigging on this guy while the new unity version downloads

chrome viper
#

i want to ask a critical question why games assets need to be low poly and clean mesh

potent wraith
chrome viper
#

i thought it was due to mesh kernels in old days mesh kernels were not too much intelligent and had less memory so the game crashed if we has unoptimized geometry

potent wraith
#

And the game wouldn't crush just because of poly/vertex count. It would just run slower.

misty lantern
#

"Clean" mesh can have various meanings depending on the context
At the modeling stage poor topology can make it very difficult and inefficient to do skinned deformation or UV unwrapping

#

Issues with geometry can cause errors importing the mesh, like self-intersecting faces being eliminated
Shaders can also run into issues with effects that rely on geometry like vertex displacement, or which rely on UVs like scrolling textures
If mesh normals aren't correct then lighting will be wonky

open vine
golden crest
#

I've got a model imported into my scene, this model contains hundreds of sub objects. I accidently deleted some of these sub objects belonging to the imported model. How do I revert the deletion override in my scene? the model itself still contains the deleted sub objects of course. they've just been overrided to be deleted within the main scene but I want to undo that

raw plinth
#

🫘 BEANTATO🥔 , test character for my game

misty lantern
main cairn
#

I have trouble with making isometric rule tile ,can someone help me?
i quietly not understand this logic a little bit

#

like i have 10 tiles

#

about the water

main cairn
#

i kinda uhhh feeling off with this T_T

#

i had searched up videos, but still not understand yet

misty lantern
misty lantern
# main cairn I have trouble with making isometric rule tile ,can someone help me? i quietly n...

Isometric rule tiles work the same as typical rule tiles
So probably easier to learn by looking at ordinary rule tile guides and examples first
In a nutshell you add more Tiling Rules into the list, give each a sprite and define the rules, then the one rule tile can be used in a tile palette
https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@6.0/manual/RuleTile.html
#🖼️┃2d-tools is a channel more about using tools like these

main cairn
#

is this 2d rule tile will as same as isometric rule tile?

#

ahh

#

i understand it now

#

thank you

golden crest
misty lantern
main cairn
#

thanks

signal osprey
#

Does anyone know how this is possible? My materials all of the sudden look (almost) emissive in every prefab. Whenever I place the prefab in a scene or look at the material itself, it looks completely fine, it's just happening in the prefab 'view'. I can't seem to find out what is causing this issue.

signal osprey
# fallow summit Is it in shaded mode?

Yes it is in this mode, but that's the mode I always use to preview my models/materials. Also, when I switch to Unlit (the one next to it), it still looks the same

signal osprey
#

Just found out that for a select few prefabs the lighting does look normal, however they seem to have the exact same settings as the other prefabs. It almost seems bugged?

bleak narwhal
#

Hello! I was looking for some help when it came to exporting in Unity. I want to export a scene with already pre-baked lightmaps into a new project but even after exporting it correctly it doesn’t seem to apply the lightmaps in the scene they just sit in the project tab. I’ve heard somewhere online that it’s project dependent? if so is there another solution to my problem? Long story short is I need to export this scene with only the things needed to build and run it and I’ve got everything to work except the lightmaps and I need it that way so I can share it with a friend who doesn’t own the rights to some of the assets. I used ‘Bakery Lightmapper’ to bake my lighting and then followed their instruction on exporting to make sure I only leave the files needed when it comes to sharing with others who don’t own ‘Bakery’. Any help is appreciated! Thank you

lean pewter
#

then have the script run through an export for all the assets

#

At least, that's if unity is like unreal. I've used UE5 blueprints for baking assets directly like that, and exporting them for mods

glacial anchor
#

@lean pewter why do i feel modders know morw about game dev than actual game devs do?

lean pewter
potent wraith
# glacial anchor <@778473122433073173> why do i feel modders know morw about game dev than actual...

This is a silly conclusion. There are different gamedev and different modders. Some game developers might only be specializing in one area or only knowing enough to work on their specific project(which might be very simple), others might be generalists having wide general knowledge, though maybe lacking more in depth knowledge in some specific areas. Same for modders. There's a huge difference between a person that just swapped a few textures and one that reverse engineered the game code and could figure out how the game systems work. The latter requires intense software engineering background. And they will still lose to a specialized game developer in certain areas.
Basically, don't oversimplify...

glacial anchor
foggy steeple
#

If I'm making a city with variously shaped roads, what would be the best approach to texturing them?

misty lantern
#

@bleak narwhal Lightmaps are associated with a specific scene
Either the association with the scene was lost on transfer, or there's a separate process to make them Bakery-independent that wasn't followed properly
This isn't the best place to look for Bakery support as it's a third party tool

gloomy roost
#

hey, im trying to make a project with a friend, is there a way we could both work on a single project at the same time with real time changes being applied (all for free)?

woven dome
#

Not with real time changes, but you wouldn't want that anyway. Use version control to sync up your progress.

#

!vc 👇 or google for how to use git

lofty gladeBOT
ivory glen
#

can someone help me creat an asset on unity because i have the files for it but im trynna import a map from one game to another if anyone can help

#

would be apreciated

hoary kindle
#

"one game to another" sounds suspicious. In case that has to do with modding or decompiling games, discussing neither is allowed on this server

ivory glen
#

im trynna import it in to Vr chat from rec room

#

@hoary kindle

hoary kindle
#

I don't know where the line is drawn exactly, if the map is made by you in the first place, then it's probably fine. I haven't used VRChat myself so I don't really know if I can help with that. They have their own discord server too.

ivory glen
hoary kindle
ivory glen
#

jus dont know where or how to import

hoary kindle
# ivory glen the file is in a compressed zip file

Unity can't import zips. Unzip it and see what's inside. FBX is very standard format to use to import into Unity. If the 3D files within are not in Unity supported format (you can google the 3D model formats Unity supports) and a modelling tool like Blender does, you can import it first there and then export into FBX -> Unity

hoary kindle
#

extracting seems to be the word windows uses

carmine oriole
#

Does anyone have any suggestions for a 2d topdown game in regards to a workflow with aesperite?

#

I know Unity has the extension for importing, but it doesn't name sprites automatically inside of large sprite sheets which is awful.

foggy steeple
#

Reasking because I asked at 12am -> If I'm making a city with variously shaped roads, what would be the best approach to texturing them? I've been having trouble finding any decent resources that explains how to creating more complex roads with proper lane markings, curves, etc.

tribal pivot
foggy steeple
tribal pivot
worthy hedge
#

could smn help me import my texture into unity

#

or material or idk

#

in blender its a shader

foggy steeple
# worthy hedge in blender its a shader

afaik, there isn't a way to directly transfer a blender node shader to unity sans a addon maybe. You CAN bake your blender material into image textures that can be imported by unity though.

misty lantern
hollow stag
#

Hi. I have models that use udims. I can export the textures for unity but cant separate the objects per uv group. Is there a way to use udims in unity natively or with a plugin? Models are not in or made with blender which i believe has an add-on but sadly i dont have access to it

misty lantern
#

Udims are a workflow so they don't really change how the asset looks like in the end

#

But one that would require a shader that can sample an arbitrary number of textures per mesh, which is really not compatible with the way any runtime-optimized shaders are made

hollow stag
#

i found this in a chinese site and it looked like it worked for the person making the tutorial

#

but their end result is a PBR Master and i dont have that in my shader options. Any idea how i can get that at least?

misty lantern
hollow stag
#

It makes sense what is on the chinese tutorial but i cant make the texture show up. My end result looks like this right now. What can i change to just make the texture show up on the model?

misty lantern
#

The texture should show up on Unlit just as well though

hollow stag
hollow stag
misty lantern
# hollow stag

Is there a reason why the Active Target is "Custom Render Texture"?
Should be HDRP there

#

Mostly sounds like HDRP isn't fully set up in your project

hollow stag
#

is it fixable?

misty lantern
# hollow stag is it fixable?

Can't think of why not
You could follow all the HDRP setup steps that can be found in the docs
Or if it's a fresh project could make a newer one using the HDRP template
Easier that way

hollow stag
#

I just hope the unreal absorption is fast and painless for unity 😂

#

Thank you tho

small sphinx
#

I get a warning "MaterialLocation.External is obsolete. External Material Location is no longer supported." warning every time I open a scene with my prefab but I don't see anything online as to why it's obsolete and the recommended alternatives. In documentation the only mode listed (in current version's documentation at least) is InPrefab. Having the texture in a folder as a png file meant it only took a few seconds to open it in an image editor and adjust to liking. Using InPrefab means I have to boot up Blender every time and re-export the model every time I want to adjust the texture?

#

Eventually figured maybe they intend for you to extract the materials once and then remap which is what I did and the location is set to Embedded ones yet it still complains.. Did I understand something wrong then?

misty lantern
#

The white bubble exclamation mark is not an error or a warning

small sphinx
misty lantern
#

I have never heard of any situation where "MaterialLocation.External" is something the user needs to care about or should hear about
So it sounds like it could be a bug

#

My advice is you shouldn't care about the embedded materials at all
You can just make new ones and usee the on demand remap, or assign them into the prefab or in scene where you're actually using the mesh

#

The embedded materials are inaccurate and probably incorrect anyway, because material conversion between different programs is approximate at best

small sphinx
misty lantern
#

Doesn't matter as long as you have the texture files extracted out in some form

#

Packing them in the mesh at all is rarely more helpful than a hindrance

small sphinx
misty lantern
small sphinx
#

Right.. yeah that

desert lion
#

I'm trying to animate a ship in Blender for the purpose of bringing into Unity. I have it all rigged up, that's no problem, I'm just wondering how I should go about doing the animations. I'm planning on doing each part separate: so like "takeoff", "landing", "left aileon up" "left aileron to neutral from up" "left aileron down" "left aileron to neutral from down". Is this a good way to do it or is there a better way?

astral stirrup
#

were you the dude with a spaceship

astral stirrup
median flicker
#

Hey guys, I have a problem with models. I have a house with lots of furniture, but when I export a model, I'm having trouble with the upside-down models. I can't flip the whole house. Is there a way to fix this problem in Unity?

half elk
#

Hi everyone

Is there any websites or engine that I can make 3D pixel art/Objects something like crossy road?

formal otter
#

Can someone help me about this pink problem?

misty lantern
#

Asset store assets typically contain multiple shader options in some form, if they're advertised as supporting multiple render pipelines

formal otter
glacial vector
#

Unity assets on the store should say which pipelines they support. If it doesn't have a URP version then you'd have to replace the materials yourself

misty lantern
dense oar
#

Is there any way to make a transparent trail renderer not self-overlap like it is here? Trying to eliminate those inner triangles

#

my only thought right now on how to fix this would be to make a skeleton mesh rig of the trail with bones and manually animate the trail in the animation itself, but I'd prefer if I could just use a trail renderer instead of all that extra animating

misty lantern
#

But with 0 Corner Vertices it could be improved

dense oar
#

Oh you're right, I didnt try that because I assumed it would make it worse not better but 0 corners does help

misty lantern
#

Minimum Vertex Distance being too large can make it worse, which iirc can get out of control if small scales are inherited

dense oar
#

Those tips helped, looks a lot better now.
Its only banded because of gif compression, its clean in-engine

random girder
#

I have a question about (mis)using blend shapes in unity. is this the right chat for it?

#

eh. a unity modder I know has argued in favor of using NaN as a blend shape value in a model to "hide" body parts instead of storing them away inside the model itself. I'm not mad for thinking that's a terrible idea, right?

hoary kindle
random girder
#

yeeeeah it's not something I want to use either. the guy claims he "has been using it for a while and it just works", just didn't type a "lol" to add the cherry to the cake

#

feels like GPU poison

fluid oak
#

Whether he realizes it or not.

half elk
#

Hi everyone

What Is the best websites or engine that I can make 3D pixel art/Objects something like crossy road?

misty lantern
shell crane
#

Hello everyone, I really need help. I've been stuck on this for past 3 hours

#

I really need help with importing videos to unity. I tried multiple things like converting the file from mov to ogg or webm and the error keeps appearing. Plus I cannot click onto Keep alpha even tho I am more than confident that the video I exported has transparent background. How do I make the webm video be usable and be transparent?

frigid kindle
#

Hello everyone,
I have a problem with zooming
when I zoom out far from the objects they like getting inside each other and when I zoom in they get back to normal
Can anyone tell me how to solve it

misty lantern
#

It seems like a long shot but I wouldn't be surprised if those wall and prop assets had some kind of curved world -shader

misty lantern
shell crane
#

I don't know why but when I export an edited video from davinci resolve with transparent background and used setting to keep that alpha as transparent and not just black (Fromat: QuckTime, Codec: GoPro Cineform, and export alpha turned on) it didn;t work on it's own. So I take that mov file and put it into app called Shatter Encoder, that lets me convert the mov file into vp8 webm fromat with keep alpha setting on. And it MUST be vp8 otherwise it won't work.

#

After almost 4 hours of struggling with try and error method I done it

misty lantern
shell crane
#

Yes

gusty prairie
#

Hi Folks! I've been working on some models in blender, and want to port them to unity.

My question is:
I like the irregularity of the brick texture created here (seen in closeup on image 1), how it's rough and the mortar is somewhat uneven.

My Problem is:
baking to a texture just makes it feel so flat, even with normal maps. I could make the bricks 3d, and considering buildings are going to be accessible, that would allow me to create the "inner wall" at the same time. However making bricks with that level of detail would demolish performance and is no way reasonable, what are my other options, or how could I grab that level of detail whilst maintaining performance?

Current Setup:
The brick, at current is a procedural brick texture, with some additional effects (layered over it for the dirt streaks/depth) and some basic compositing for the painterly effect (which will need to be replicated via shaders

tribal pivot
gusty prairie
#

I may be confusing things there, but I'm looking for the best way to build depth and maintain performance

foggy steeple
#

Does anyone have a resource on lightmap blending? I'm trying to get a nice looking day/night cycle

potent nest
#

Anyone know how to fix this error? I had gotten a model from unity store imported it into blender to add more bones to it for hair animation and then exported it back out put it back into my game and added component back and this is what happened which stops the character from animating.

MissingReferenceException: The variable m_Targets of GameObjectInspector doesn't exist anymore.
You probably need to reassign the m_Targets variable of the 'GameObjectInspector' script in the inspector. Parameter name: componentOrGameObject
grave garnet
#

What could break the anims is changing the bone structure or losing some other data like skin weights on the import/export you did

potent nest
grave garnet
#

Changing bones could break it, but first, were the animations on the model itself? Make sure the animation clips still exist. Maybe the orginal file had the animations and you overwrote it without exporting anims?

potent nest
reef galleon
#

Hey guys 🙂 looking for some help (or possibly collaboration) on a unity city map.

Ive been focusing heavily on scripting and core systems for my game, and now ive hit a point where I need a decent map to actually continue building features. I bought a low poly city asset pack but Ive been struggling to put together even a clean basic city block.

The biggest issues Im running into are:

  • not fully understanding modular environment workflows
  • trouble aligning assets cleanly (roads/buildings)
  • not knowing the proper order to build things (roads vs buildings vs layout)
  • everything ends up feeling messy or unpolished

I feel like Im missing some core level design fundamentals and its slowing me down a lot.

If anyone here has experience with unity environment design or modular city building, Id really appreciate any guidance or examples of how you structure your scene's! Also if someone enjoys map building and wants to collaborate on a small city section, Id be totally open to that as well ❤️

#

One specific thing I found to be confusing was every prefab that I drop into my scene has a different Y Position. Yet I have noticed even if the Y position is something like 7.4566, if I change it to 0 it doesnt move at all. Is it just showing me a previous Y position assigned to the prefab but its actually just at 0?

lofty gladeBOT
# misty lantern !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**

misty lantern
dusky raft
#

Hi, I wanted to ask if someone knows a good asset for painting meshes in unity 6 HDRP in runtime. Something like the Paint in 3D unity asset
-# Please ping me if you reply, thanks ^^

fluid oak
fluid oak
stone spire
#

hello, would anyone help guide me how to make a texture like this?

#

it’s supposed to be crumpled paper :)

#

but anything similar is fine

stone spire
# stone spire

This one is made with blender.

I don’t really mind as long as it looks similar to that one so alternatives are fine

glacial vector
stone spire
#

I don’t have it unfortunately

fallow summit
#

Honestly looks like a regular white base color with just a normal map or a procedural bump map that simulates the look of paper

pine warren
#

Is there a way to import a PSD into separate layers while keeping the document size in context?

fluid oak
lusty beacon
#

does anybody know why inputting HDR values returns a randomly generated value in the inspector?

Like, if I set color intensity to 3, I look at it later and it says 2.1245521

This happens all the time to me

misty lantern
#

It also has different behavior whether the resulting color is between 0 and 1, or above 1

#

If in RGB 0-0.1, all Intensity does is determine the three colors, and beyond that the variable is ignored and reset to 0
Other color modes work in this way too, but only RGB 0-0.1 shows the sliders changing in real time responding to you changing the Intensity

#

If above 1.0, the mode changes to 0-Inf which automatically adjusts every other slider when you change any one, so the conversion works both ways and you get the same Intensity and color values each time you open the color picker
RGB 0-255 and HSV modes also do the same, but the automatic adjustment only happens when you close the picker window

#

The automatic conversion also gets quirky in the situation that you go between 0-0.1 and 0-Inf color values, as the slider values do update but the slider colors do not, so first changing Intensity and then a color slider without resetting the picker window at that point will cause a bit of a disagreement between the sliders and the color jumps

#

So I recommend don't place too much importance on the Intensity value, and pefer uising 0-Inf mode when it's available if you want consistency

lusty beacon
#

This is the type of thing only a true tech artist would know

misty lantern
#

The way the color picker calculates the final color is by multiplying color by 2^Intensity, and that's how you can do that from code the same way
Then it reverses it to get the intensity again, and then optionally converts to 32 bit or HSV depending on mode, but all these operations are lossy in a way

#

The thread includes the reverse calculation

misty lantern
lusty beacon
#

cause there's so much more to it than graphics programming

dense oar
#

What is this effect missing? I don't like it, it doesnt look good, its missing something but I don't know what

#

Things that I don't like: its too bright, it doesn't have enough dark elements. The additive glow dome most of all.
The outer ring of jagged smoke feels wrong in some way

fallow summit
#

maybe have a blue point light fade in and out during the effect

dense oar
#

The project is using an old low poly look, actual light-source lights are contrary to that

#

I could try it, but I don't think that's whats missing, I feel like its the existing stuff thats all wrong UnityChanThink

#

I keep trying to add more stuff or subtract stuff but it never works, it never looks 'right'

fallow summit
#

then add some emission to the textures and up your bloom a bit

steep rain
#

Hello 🙂

I posted this already on reddit, but I also want to see some suggestions from here 😄 (sorry for copy paste)
https://www.reddit.com/r/Unity3D/comments/1stpiud/how_can_i_turn_realistic_assets_into_a_modern/

How can I turn realistic assets(textures) into a modern retro / pixelated style (textures/effects) (for a horror game)? -to avoid lips animations

I’m working on a small horror game and I’ve been using some assets from the Unity Asset Store, which have been really helpful. The problem is that most of them are quite realistic.
I’d like to avoid animating detailed facial expressions (especially mouth/lip movement for NPCs), so I was thinking about shifting the overall visual style to something more pixelated or retro. My hope is that a stylized look would make simple or minimal animations feel more natural.
At the same time, I don’t want to completely lose the nice look of the assets I already have — especially things like buildings and outdoor environments, which actually look pretty good.

So I’m trying to find a balance:
-Keep environments somewhat detailed/atmospheric
-Make characters/NPCs more low-poly or retro-styled
-Avoid complex animations like lip sync
Do you have any suggestions on how I could approach this?

For example:
-Is this something I can achieve directly in Unity (shaders, post-processing, etc.)? - tried few, but still nothing
-Should I modify textures (like adding pixelation or filters)?
-Are there beginner-friendly tools for simplifying or restyling models?
-Or is it better to just replace/rebuild certain assets entirely?

I’m still a beginner, so simple explanations or directions would really help.

fluid oak
ashen blaze
#

Hi everyone

I'm having an issue with colored spots appearing on the lightmap of my model after baking a simple scene with just one directional light. The spots disappear when I bake without compression, but that makes the file much too heavy, and my goal is to achieve something game-ready. I've already tried changing the lightmap resolution, but the spots persist, they only shift slightly in position or intensity.
I'd like to know if anyone has any tips or guidance on how to deal with this. Is this problem caused more by the lightmap settings I configured on the mesh, or by the lighting settings I'm using?

Thanks in advance for your attention!

sullen plank
#

@regal kestrel There's no promotion outside of the Asset Store forum

regal kestrel
granite badge
#

Unsure if this is the appropriate spot or not, but I'm working on a Fresnel Shader, just to give a faint highlight to certain objects in my scene. However, I'm trying to get the main body color transparent.Anyone have any idea of what I might be doing wrong.

grave garnet
granite badge
#

Thank you.

steep obsidian
#

I am trying to export a blender file into unity and it gives my 689 errors. I need help getting this into Unity that's it without missing walls materials or anything else?

misty lantern
steep obsidian
#

alot of them had to do with tangents and some faces however we used blender for ike 2 months then expected to make a VR game but it appears some of my walls are not connected well enough maybe I have about 1 week to fix it and its a large 3-d scene

steep obsidian
misty lantern
# steep obsidian I have attempted ultiple ways I exported as fbx and then as a gltf- and it appea...

You rarely need to export as anything else than fbx
Gltf might be better at preserving PBR material information, but because materials are extremely render pipeline dependent you typically would re-make them in Unity anyway
There's an article guiding how to export an fbx with correct transforms and a script to do it
However that has nothing to do with geometry errors, only transforms
If meshes don't contain normals, or they contain self intersecting polygons, applying a triangulate modifier usually works for it
Doing that may also reveal in blender where your problematic geometry is
If meshes are missing normals, they can also be recalculated from mesh import settings in unity
But I see some of those warnings are from non-mesh objects
Non-mesh objects like curves or nurbs paths cannot be exported, at least not unless converted to meshes
Note that these are warnings, not errors, so if the meshes show up with intact geometry it isn't an issue

steep obsidian
#

I did try to select it all i transform all normals and converted items to mesh

misty lantern
#

Converting a curve to mesh probably turns it into a chain of edges with no normal data at all, hence the warning
It doesn't really need normals for anything though

misty lantern
# steep obsidian

If the object is sideways despite reseting it's transform, that's the transform axis issue my links above deal with
If the faces are missing, it could be that they are there but just flipped the other way
Since blender by default renders geometry as two-sided but unity doesn't, you might not notice your polygons are facing the wrong way in blender
It could also be that the geometry is totally missing normal data or losing it on export, so unity has to just guess their facing direction which compounds the above issue
Or if the faces are self-intersecting they may be totally removed, which produces a warning
But since the outline is visible, there's something there

steep obsidian
#

well its there if you turn it to the other side

misty lantern
#

Blender can shrug off and conceal problems like inverted normals or missing mesh data, but unity will not

steep obsidian
misty lantern
steep obsidian
#

its like the face only shows when im looking at a weird angle

misty lantern
steep obsidian
#

i did do that

#

the mesh and flip

misty lantern
#

You have to flip only the faces that are facing the wrong way

steep obsidian
#

oh wel that wil be difficult

misty lantern
#

Also instead of flipping you have the option to recalculate them outside/inside
But that really works if your mesh isn't too non-manifold or messy otherwise

#

Fixing a messy mesh may be more complicated than doing it right the first time, but the catch is that without experience you won't know how to avoid those issues
That's why it's important to export and otherwise test early, so you find out the problems before they have grown too large

steep obsidian
#

yeah its for a class -- we werent taught

#

it was self taught and she didnt know how to answer any questions so besides starting over because I just dont have the time, yes I wish i knew what I know now and I wish she had takent the time to say these are important I already wrote a very lengthy review of the graduate level course where im still missing important pieces. I guess there is no way to fix this?

#

clearly there is alot facing wrong but I tried flipping some and nothing happens

misty lantern
misty lantern
#

Overlapping geometry is another issue
Either you have duplicate objects, or duplicate faces, which you'd solve by deleting the unnecessary ones

#

Triangulate modifier like I suggested fixes most cases of self-intersecting polygons that unity deletes in import
And applying the modifier I think also saves normal vectors in the mesh if they were missing for some reason

steep obsidian
#

Yeah I fear thats way to much for me

#

I have spent for sure over 24 hours trouble shooting this problem -- its fine I just wont test it I still have to put the scripts in and the XR origin which doesnt realy matter if the model doesnt work

misty lantern
#

When you export the mesh, it may be best to use the EdyJ script or alternatively the settings from the article
But only select objects for export that actually do have geometry
Moving to a Collection using M and limiting exporting to that collection is often the best way

misty lantern
steep obsidian
#

Yeah tell that to my professor that didn’t tell us we would eventually be using unity and to do that

cinder kayak
#

hii im very new here, what should I pick mostly for 2d/3d vfx

#

such as the ones used in roblox

#

though I would also love to know how to render them for 2d games

sullen plank
#

It will mostly affect default renderer and preset of installed packages, everything can be changed later, just pick the closest one you need.

cinder kayak
fallow summit
#

theres 2 on the unity learn website

lusty beacon
#

Also, Ben Cloward is the best for shader graph. You will need that too for vfx

bright spear
#

Hey I am currently trying to turn this 3d model I made in blender into a vtuber model!
I've modeled a few mouth expressions that stay hidden inside of the head that I want to switch out depending on what the face tracking picks up!
I have been following guides on youtube but I keep hitting blocks when it comes to unity. They all make the process look so quick and I have no idea what I'm missing here.

If anyone has video recommendations or the ability to walk me through this it would be super appreciated
I just want to get this done and out of unity asap

fallow summit
#

well what kind of face tracking are you even using in unity?

#

the built in ar one?

bright spear
misty lantern
bright spear
# misty lantern We don't know how your character is set up in engine, nor what video tutorial yo...

I apologize. I’m not sure what would be useful to show for the problem I’m experiencing.

I can link the tutorial I’ve been following if that would help!
(From Blender to VRM: Prepare your own Vtuber Model - Priichu3D)
I am just trying to get my model ready to use in other programs like VSeeFace or Warudo. (Aiming for warudo)

I think the addon I put into unity isn’t matching up. It contorted my model and I was only now just able to fix it.

I work a lot better when someone can see my screen in real time ah. Again I’m sorry for the poor questions I am currently still trying to find more info online.

#

I don’t want to come off as an annoyance in any way I apologize if that’s what it sounds like.

misty lantern
bright spear
#

Ah I see
I will look for another space if that would be better for the project I have atm no problem

I’ll fs stay here just incase thankyou

stone spire
#

1 is blender
2 is unity
I tried exporting my blender texture into unity but the 2nd one turned out like that. Very confused why bc its the same FBX and material (normal map & png)

hoary kindle
stone spire
#

can u help me fix the UV mapping? im quite neww🥺

hoary kindle
stone spire
#

ok ok

#

is that all?

hoary kindle
#

Did you only have one in there?

stone spire
#

i’ll pc you!

#

please accept my friend request^^

hoary kindle
#

no thank you, we can continue in here so others can contribute too if they have any input

stone spire
#

ah okay, no problem

hoary kindle
stone spire
#

this

#

there’s 2

hoary kindle
#

Do you have a specific reason to have 2 UV maps? If not, one of them isn't needed and should be removed

stone spire
#

my friend is the one to give the model to me

#

is there a way to test if one is not needed?

hoary kindle
#

Well remove one and see if the output looks the same. You may make a backup save to keep the original model intact

stone spire
#

alright. looks the same

#

there’s just 1 now

hoary kindle
#

If you export the model to Unity, does it still look the same (wrong)? If so, how did you get the textures into Unity? Did you bake them in Blender or just moved a texture file?

stone spire
#

for some reason it looks like this😅

hoary kindle
#

So is it different but still not right now?

#

Your material set up in both Unity and Blender are relevant here. Both should use the same texture mapping for same texture to yield the same results.

stone spire
#

I use normal map and the png

#

in blender

hoary kindle
#

Same in Unity I assume?

stone spire
#

yes

#

for some reason when i removed the normal map, texture doesnt look as detailed in unity now

hoary kindle
#

Well, that's what normal maps do

stone spire
#

i mean UV map* sorry

#

when i removed UV map in blender

hoary kindle
#

can you show the node set up you have in Blender?

hoary kindle
stone spire
#

umm how do i check nodes

#

stuck on the timer one

#

sorry, never used blender

hoary kindle
# stone spire

Weird, the shading tab should show the nodes. Would you be fine sharing the blender file so I could see if I can find anything of interest there?

stone spire
#

yesss

#

okay

hoary kindle
#

Here the nodes actually seem to be just dragged enough to hide the window

stone spire
#

here is with texture also

#

if u can help me figure out why i cant export it to unity, pls let me know! thank you🥺

hoary kindle
#

I'll se what I can find and come back to you

stone spire
#

thank u so much

hoary kindle
# stone spire thank u so much

Don't know if this is the only problem but you have this Mapping node in Blender (that scales the texture) which Unity knows nothing about. The easiest fix would be to take the material in Unity and add that 15.5x tiling on both axes

stone spire
#

Can u help me with that? I’m not sure what that means. With the material I had before, I changed the tilling and nothing happened

#

Do i delete those nodes?

hoary kindle
stone spire
#

The material in unity i put is with the png & normal map

#

on the drive

#

so i created material then added the png as base map & put the normalmap on normal

hoary kindle
stone spire
#

ah it does look better!

#

is there a way to make it exactly like blender’s though?

#

it is sharper

#

here is reference again :)

#

and thank u so much. u’ve been rly helpful so far

hoary kindle
stone spire
#

ok!

hoary kindle
#

Seems to be marked as normal map correctly on the picture you sent actually, fix the strength though

stone spire
#

ok ok

#

is there another step?

#

and if i want to make a texture of realistic human skin, it’d be the same steps, correct?

hoary kindle
# stone spire is there another step?

Not really, unity will render the lighting little different so it won't obviously look 100% the same. What your friend has done isn't great for importing to Unity since Unity can't import the nodes used. Therefore the Blender models should not do any node logic outside putting textures to their slots according to the UVs. One common approach though if more node processing is done is to bake the nodes into textures which Unity can then read right away

hoary kindle
stone spire
#

ok then maybe is it possible to just use shader graph?

hoary kindle
#

Depends, what would you do with it?

stone spire
#

after that we would want to make an animation of the crumpled paper texture transitioning into a human texture

hoary kindle
#

This doesn't seem to be actively updated for a long time so don't know if it still works on Blender 5 but anyways this kind of tool may help with the texture baking process: https://blender-addons.org/bakelab/

stone spire
#

ok ok !

#

sorry for late reply

#

do u think u’ll be online for a while?

#

i still need your help :)

stone spire
#

for morphing between textures maybe in a form of a riptide, do i need shader graph?

#

smth like this

hoary kindle
novel dagger
stone spire
#

i restarted after trying to do the vertex 😅

#

& i can’t seem to find tutorials of making ripple effects / similars

#

wait also want to ask. Before i made the material. Now i want to do shader graph for animation. Can i use my material into my shader graph?

fallow summit
#

you use the shader graph to create a shader for a material

#

not the other way around

stone spire
#

okayyy. if anyone can help me, this is what i’m trying to make

  1. ripple effect transition between 2 textures (crumpled paper to human)
  2. human texture has diff eye color + hair + skin and wants to be realistic
stone spire
#

hi all, i tried making the riptide but it ended up just flickering and having normal transition. i’m wondering what’s wrong in my shader graph?

hoary kindle
stone spire
#

okay thank uu

dense oar
#

in Unity 6.2+ there is a new LOD system. I am testing it out.
I cannot seem to get the LODs to actually take effect in my scene however, what is the expected/correct way to test/make sure they're actually functioning?

Picture is the mesh im using to test with. You can see in the distance two more copies of it: The one on the left is identical to the one in the foreground, the one on the right I manually set to a lower LOD. I would expect a mesh that far away to also have set itself to the lower LOD but that isnt the case, why is that not the case?

#

Is there something I have to do to make the LOD take effect? Does it only happen in Game view? in Play mode? Quality Settings?
That mesh is not optimal, im just using it to test this feature because it makes it easy to see if its actually working or not

sharp stag
#

sometimes the AutoLOD distances are set weirdly

buoyant light
#

I want to use the fbx exporter. I have the object and its mostly perfect except that the limbs and such are rotating and just twitching randomly constantly its really weird.

misty lantern
fluid oak
dense oar
#

when using defferred decals in unity 6, is there any way to remove this obvious incongruity? For context this is not the Decal Projector, its the decal render pass material.

The material itself doesn't appear to support Alpha Clip, and no matter what values I tried for the normal map's "blank" part, it was still visible as pictured there

#

adding alpha to the image itself just causes it to get even more janked out so I dont think that's the answer

#

changing compression, filter mode, mip maps on or off also makes no difference, the texture type is normal map

misty lantern
dense oar
#

Blend doesn't work, all that does is make the entire thing fainter, even the normal map, but the square around it is still very noticable

misty lantern
#

I think there was some way to mix flat normal on the surface and flat normal from the decal seamlessly even in the replace mode but I don't recall exactly
The normal without Blend appears wrong because it totally replaces the normal with a vector that's aligned to the decal, ignoring the geometry

misty lantern
dense oar
#

Hm this might be the issue "it totally replaces the normal with a vector ", there's no cube around it against a flat plane

#

when I tried it against another flat plane, there's no box around it

#

but against my box, there is one.
The box is a test of the Face Weighted Normals technique for beveled edges

#

I guess those FWNs arent good enough? UnityChanThink

dense oar
#

no difference with a tga

misty lantern
#

PNG itself has no issues supporting alpha
If you have a correctly faded Normal Alpha, the receiving surfare normals don't matter at all

dense oar
#

How do I know if its correctly faded or not? Here is my png with and without alpha

#

maybe the image itself is too small, this is just a random normal map I was testing with, I can try a different image

misty lantern
#

Color values on the image are okay

dense oar
#

same issue with a different texture

#

its not super noticable so maybe im just nitpicking, I'd like it to be perfect if its possible

misty lantern
#

Actually the issue looks to be using the normal map texture alpha to begin with
Because they use RGBA each for their normal mapping purposes, which you can see with a Preview node

dense oar
#

hm its noticable against a default unity cube so it might not be my face weighted normal cube being the issue

misty lantern
dense oar
#

yeah the TGA was even worse, everywhere where its alpha is yellow

fallow summit
#

is the texture packed?

#

or are you using seperate textures

misty lantern
#

This is something Unity's texture importer is doing with type normal map textures

dense oar
#

I tried setting it all to Default instead of Normal but it only got worse

misty lantern
#

I don't recommend that

dense oar
#

yeah I turned it all back, it didnt work, I was just testing it to see if it fixed it, which it didnt

#

using a 'neutral' color of 126 instead of 128 almost eliminates it

#

but thats not really how normal maps are supposed to work, is it?

#

could it be related to linear and gamma color space?

misty lantern
#

Do you want to use the Normal Blend, or get by without it

dense oar
#

the normal looks better without it, but right now I don't care either way, I just want to make it blend without incongruity any way that works

#

I am not married to having it / using it either direction

misty lantern
#

Then you should use Blending with a different texture or other type of masking, like object space distance in this example

dense oar
#

Hmm that's smart UnityChanThink that does work for this specific texture

#

it looks like authoring a manual alpha mask image also works

#

not sure why packing the alpha into it did not work, like you said maybe something to do with how they proccess normal maps

#

you can see it happening where my mask didnt line up perfectly, but that just means I need to do a better job making the mask

#

thanks Spazi, you helped a lot 🙌 showing that alpha DOES work when using the node code directly made me realized that the issue was sourcing the alpha from the normal map, not just alpha itself

misty lantern
misty lantern
buoyant light
buoyant light
misty lantern
dense oar
#

working great now, I also gave it parallax occlusion mapping to give fake depth.
All of this was following/reading tutorials on stuff Star Citizen was doing that I wanted to try to repro

buoyant light
fluid oak
fluid oak
buoyant light
digital mantle
#

what you're asking for makes no sense though
" Attaching weapons and armor to parent containers is just easier via unity" -> they're already in Unity, so there are 0 steps to do here
"My asset pack has fbx assets" -> they're already in an export-ready format, so there are also 0 steps to do

#

so trying to use an exporter is weird, what are you actually trying to accomplish where converting fbx to ... something else? in Unity makes sense

buoyant light
digital mantle
#

export what to where? you're putting them together inside Unity and trying to export as one fbx?

buoyant light
#

you're putting them together inside Unity and trying to export as one fbx?
correct

digital mantle
#

but why? you're trying to use Unity as some kind of modeling program, and plan to use the fbx elsewhere?

buoyant light
#

lmao is this stack overflow?

#

I am trying to export a 3d model using a 3d model exporter. Is that really confusing?

potent wraith
#

You usually put stuff in an engine project not out.

buoyant light
#

Yes I understand that. But since my question is directly about an exporter it seems like that should be somewhat self explanatory is all.

#

You usually use printers to print, but some have scanner features. And if I'm asking about the scanner feature it's rather odd to be confused by that and keep pointing at the printer aspect.

#

I just find it funny

potent wraith
buoyant light
#

Yes. This was not the issue. The issue is I had about 240 animations baked into the fbx file and for some reason it just kept twitching (it was converging all the animations together into one). I've seen others have this issue and no solutions. Eventually my solution was to build my own 3d modeler in python and just do it all myself outside of unity. Ironically in the end I think I will end up just using unity anyway lol and skip all of this

potent wraith
#

The docs do mention that The FBX Exporter doesn't support multiple clip selection for export. Maybe that's the issue?

#

But yeah, custom tooling for your specific use case is usually the best answer

buoyant light
#

That is likely the issue then. Quite an odd limitation.

jagged kite
#

Hi everyone! I'm starting a new project, I'm using character controllers and I'd like to create a rugged terrain like the one in the image. I'm thinking of modeling the art in Blender and using a simpler mesh collider. Is this a valid process? Is there a better way to do this?

fluid oak
misty lantern
buoyant light
misty lantern
buoyant light
#

It depends. Sometimes it's not worth diving into the why. I know there are alternatives that will be suggested and I don't want to spend hours debating the merits of my decision. I just want to know why the tool itself isn't working that would allow me to operate the way I would like even if I know it's suboptimal.

candid python
#
jagged kite
misty lantern
ancient dawn
#

Uh i found this asset in the unity store and imported it but its purple, i sit supposed to be like that or is there something i have to do to "enable" it or something?

woven dome
#

The asset must be compatible with the render pipeline that the project uses

ancient dawn
#

Ah i see, its not made for URP, is there a way i could make it compatible with that?

woven dome
#

You have to replace the material and shaders with URP compatible ones

ancient dawn
#

okay ill try to do that, thanks!

ancient dawn
#

Yeah i converted them to URP in unity, thanks a lot!

vapid smelt
#

anyone know why this happens when I import the fbx to unity from blender and overwirte the old one

#

settings for export btw

misty lantern
#

Applying modifiers might not be right either because armature modifier should remain unapplied though I don't recall if the option skips the armature modifier when also exporting an armature

#

There technically are no "right" combination of settings in that dialog alone for exporting, so you would have to do some extra steps or preferably use a script or a plugin to automate the process

#

Rigged objects should never have unapplied transforms, and if you're replacing another mesh you'll only have a smooth experience if you export with the exact same settings as the first one was

vapid smelt
#

hmm i dont know the exact settings lol

#

might be in a pickle

vapid smelt
#

well its not to bad cause all my phys bone componets have the right transforms if i have ot use a copy of the fbx and transfer the components

#

i fixed the issue of it exploding the scaling and stuff lol

umbral pewter
digital mantle
#

did you weight paint them?

sullen plank
#

There's no self-promotion on the server.

umbral pewter
digital mantle
#

hate the ask the obvious, but you did export a fresh copy right?

umbral pewter
#

I dont think I did

dense heath
#

hiii I'm probably really silly for asking, why isn't the image texture I imported showing up as a material option? it passes all of the requirements, and I'm using a blender prefab. Nothing online is helpful TvT

woven dome
#

There's an error message that seems to be very much related that you've cut off in the screenshot

dense heath
#

that's because I don't know what it means

#

the image I'm trying to use is not a sub asset of the blend file because i pulled that image from elsewhere (into unity)

#

I did figure it out, though the error message didn't go away

#

turns out i had to create an asset material thing using the image, instead of being able to just apply the image directly

#

I'm gonna start from scratch anyhow to see where I messed up

#

-# so it turns out the error just doesn't disappear by itself and you need to clear the console, I got it right the second time lolol

reef beacon
#

Why do all my metallic models have this edge lighting?? (I think it might be something something fresnel lighting? not sure)
I probably has to do with me choosing a skybox and such, but I really don't see why that would necessitate this very weird look on all models..

#

Because it looks totally fine in Blender

grave garnet
#

The upper image looks like the mesh has bad/smoothed normals

reef beacon
#

I am not sure the model even has any normals? (Or am I dumb?)

hoary kindle
#

Like all of the red parts and the orange line itself should not be that metallic (or likely not metallic at all)

reef beacon
#

to be fair many fishing lines are often made with slightly transluscent materials, so having them be shiny was on purpose. But how do you mean the normals are off?

#

or rather how would I fix that I guess. Oh and could the skybox I am using be a problem?

misty lantern
hoary kindle
#

Yeah the skybox is not the problem itself. It can affect the shine color but doesn't make more shine

hoary kindle
#

In edit mode you have this option

reef beacon
#

I see, so except for the fact that this has many more vertices than it would ever need, does this look completely wrong then?

#

I see that the handles have that thing where they aren't straight.

hoary kindle
reef beacon
#

Is the right one here "sharp"

hoary kindle
#

I don't think so

#

sharp edges are split, they have different normals for the side and the end

#

Right click in object mode and Shade Auto Smooth usually does very good job

#

It makes everything above certain angle sharp

reef beacon
#

Ah yes that looks better

#

But the blue light is then only because it's metallic and should be smooth instead maybe?

#

Hmm it seems like smoothness has the same problem (even with no metallic)

#

this is full smooth, I just don't get why it would get so much "light" from behind the reel.

hoary kindle
reef beacon
#

It's like it has no shadow, it just looks weird tho

hoary kindle
reef beacon
#

it'd be nice if it could look more like this though. Which one do you think would best help it towards that look?

hoary kindle
#

I would start from a normal map and decrease the smoothness a little. Now it looks like a single large cylinder with a texture on it (like it is in fact). Normal map could make it look more like individual strands of line

robust yarrow
#

I am using the free terrain asset URP from Unity with tree, rocks and bushes to populate a terrain

Should I worry about the amount of objects I am populating a scene, or can I just go nuts and not worry with it?

lusty beacon
#

Grass will be the biggest factor. Especially unity terrain grass can be heavy

#

Making it into billboards will very significantly reduce the load, but again, it depends on what kind of graphics you want to achieve, so I don't know if 2d grass is acceptable to you

#

If you want 3d grass, you definitely can't go ham, and you will need to distance cull it

#

It also depends on the camera perspective. Top down should be lighter.

robust yarrow
#

You mentioned billboard which is a plane that renders a texture in a quad that faces the camera always.
Which is fine, but I wanted a solution if I dont have a choice on what was asked for me to do

lusty beacon
#

I don't really know what you're asking me exactly. But in any case the best way is to test the performance yourself.

Then go from there. There are also more optimized grass shaders than the unity ones, but start by testing the performance yourself.

fluid oak
dense heath
#

a little help please orz I switched to using shader graphs, but I basically want it to look the same as the regular shader (but with orm functionality for other models). for some reason my shader graph version of the material (with the same inputs, though I'm using a roughness map + negate instead of the inverted smoothness one. I have a LOT of models to make on here so I want to be efficient and not have to invert and save a bunch of roughness maps to make them smooth. I checked, it doesn't make a difference here) comes out way lighter than the original. Does anyone know why this happens? thank you QvQ

#

my only thought is that it seems the smoothness value is stuck at 1 within the shader graphs, but I don't know how to adjust it because it doesn't let me with the map attached.

woven dome
dense heath
#

ohh sorry, I'm still not good at telling where to post orz orz

dense heath
#

nvm i figured it out, I needed to set my specular colour to match the original smoothness slider (in the value slider) \o/ (ik wrong channel but i thought i'd post the solution in case someone had the same issue later)

young spade
#

Hello, quick workflow question about assembling 3d environments. For each scene in my game I block out then create the environment entirely in Blender and then export it as an FBX file to Unity. The scene layout consists of both modular and non-modular meshes. This workflow has some issues, mainly around reusability of meshes.

I know that I could make all meshes in the scene modular, export them as an FBX collection, add colliders to each one, make them prefabs, and then rearrange them using probuilder. My only issue with this workflow is that I have already arranged the scene in blender but I have to break it up and rearrange the same scene in unity.

I guess what I want is the best of both worlds: I want to be able to arrange the scene in Blender AND reuse the assets I import without having to rearrange the scene in probuilder. Is there an effective workflow for this? Or am I forced to use probuilder (nothing against probuilder, I'm just much better with blender)

tawny creek
#

The left side texture from AAA game

And I am using 2k texture

The texture are looks better than my.

How to make like this textures

tribal pivot
tribal pivot
tawny creek
#

Sorry spelling mistake left side is AAA game texture

tribal pivot
tawny creek
#

Right side texture made by Quixel mixer

fallow summit
#

that does not guarantee good results.

tawny creek
#

For good texture I want to use stolen texture from AAA gamea

fallow summit
#

You shouldnt do that

#

and we cant really help you with decompiled assets here.

misty lantern
#

And I am also puzzled why would you need probuilder for it
As I understand it's merely a modeling tool, and not as capable as blender in any way

#

You might not know that linked duplicates / shared mesh data remains shared between objects when imported as FBX into Unity
And that you can replace objects in an imported FBX with prefabs, many at a time if you need to

#

Linked mesh data becomes shared:

#

Gameobjects can be swapped for prefabs in at least unity 6 and newer:

#

You may need to "Unpack" the prefab before you can replace, as the auto-generated fbx prefab can't have its hierarchy modified

young spade
#

Also the above images clear up a lot. The only snag now is that I am on a pre-Unity 6 version so I'll have to find some other way to replace meshes with prefabs. Most likely I will need to write an editor script.

barren oxide
#

Hey guys, I built a Skybox painting tool, looking for feedback. I've tested Godot exports, but no unity export.
It is browser based, if anyone is interested in testing it, message me and I will give you a code for free HDR exports, lifetime.

misty lantern
frail wind
#

how do I make the mirror extend over the whole area? I tried overlays but they're not working well so far so I deleted them

fluid oak
fallow summit
young spade
#

@misty lantern @fallow summit @fluid oak Hi all, I landed on this workflow. Just posting it here in case it helps someone:

  1. Create asset library of modular meshes in Blender.
  2. Export FBX to Unity and create prefabs of all modular meshes, adding colliders where necessary.
  3. Layout scene in a separate blender file using modular meshes from asset library and export as FBX.
  4. Import layout FBX into unity, drag into scene, and unpack completely.
  5. Attach custom "MeshToPrefabConverter" editor script to layout root gameobject which finds all meshes in the scene and allows you to replace them if you specify a prefab.

Cheers and thanks for the help!

jaunty tangle
#

i made my own vehicle, i want to follow this tutorial, i got the model now, but how does the riging work. do i need to rig it ? does it export (from blender) into unity, or do i rig it in unity? https://www.youtube.com/watch?v=jr4eb4F9PSQ&list=PLyh3AdCGPTSLg0PZuD1ykJJDnC1mThI42

In this series of videos we will learn, How to make a simple Car movement, Camera follow and add Engine sounds to our Vehicle in Unity 3D by using C#.

In this specific video we will learn the basic and most efficient way to make a Car move, steer and brake by using Unity's Wheel collider component.

SUBSCRIBE FOR MORE !
https://bit.ly/3dR...

▶ Play video
fallow summit
#

unless the tutorial calls for it

jaunty tangle
vapid smelt
#

why is my mesh transperent when i export it from blender to unity id assume its a material thing?

#

and yes its set to opaqe

#

or is it like a weird optical ilusion lol

vapid smelt
#

lol yeah it was i just thought of it after i posted it lol

#

its all inverted

#

hows does that happen lmao

misty lantern
# vapid smelt hows does that happen lmao

If you don't have enabled Face Orientation from Overlays, or Backface Culling from Viewport Shading you get no visual warning that you started working on the wrong side at some point
Which can happen for many reasons, like negative scale, negative extrusion or simply modeling off of a plane without seeing which way it is facing

vapid smelt
#

ahhhh fair fair

#

well i have learned

#

lol its an easy fix none the less

meager raft
#

Okay so i have a problem. A model i made, entirely made of of 2d plains in blender has a bunch of black on it in spots that are supposed to be transparent. The texture was drawn in an art software (FireAlpaca) imported into blender as a mesh image, duplicated and made into the model than exported as and FBX file and imported into Unity. Originally the model didn't even have a texture on it and nothing happened when i tried to extrude the texture. I ended up importing the drawing into Unity and slapping it on the model and that's what made it black where it's supposed to be transparent.
This is my pretty much my first time using unity and trying to make a game so I have very little knowledge with this.

proven cedar
#

my guess is you need to assign it a transparent material. export the texture itself, and then input it into the correct material, and then assign it to the mesh.
though... there really shouldnt be that many materials on the model, im not entirely sure how blender exports things

jagged oyster
#

Hello all, I'm working on a project and I'm 100% certain this is way too detailed for tarain, but here we go! it keeps crashing my unity lol

meager raft
jagged oyster
#

Seems it had over 320k faces for that model, so i reduced it to 80k faces and hope it doesn't crash my unity again lol

#

now it won't brush lol

fluid oak