#🔀┃art-asset-workflow
1 messages · Page 30 of 1
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
Like do you want it to emit light or just to be brighter ?
Is it possible to do both?
If you want a bloom effect, perhaps you want #💥┃post-processing , check out pinned messages there for manual
yeah that maybe combining it with an emission map
I'll give it a look thanks
if this is a VFX you can add a system that is a softglow (should be included in unity defaults), that overlays on top of the flipbook.
Particle shaders have an emission map field just there
Emission relies on the mentioned bloom post processing
Sprites however have no straightforward way for adding emission
what are we looking at here?
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
ive been told its like a uv something
but since they dont know anything about unity i thought id ask here for a second opinion
I dont think is a Unity issue
nor can we really help you here, youre going to have to get support from the nascar heat 5 community for this
alrighty
Utilizing OpenUSD, Hydra with MaterialX with Blender and Unity talking to one another?
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
Without knowing what we're looking at we can only guess, but I would presume they have different normal maps or different normal map settings
For example one of the normal maps not set as type: normal map
sorry
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?
someone help me with this?
You need to ask the full question for that, explaining what you've done and what's happening.
okay i exported the map from BLENDER to the format FBX i nothing change in vertex colors and i imported in Unity i created the shader graph to check the vertex colors but its looks very strange first photo its from blender 2nd photo its from unity
You need to check the mesh normals and normalize them if needed. And if it's generally not malformed
i think it looks good
Also test your shader if it functions correctly on a basic shape
i only add node vertex color and i jointed into color
so test that it workes correctly, follow a tutorial
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
because nothing really gives me a fully correct result
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
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
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?
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...
Well it works so 
I won't question it
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 🤦🏻
Hello! I'm having troubles with lighting in my game. Can anyone help please :P
The player is holding a torch but all the shadows are broken and sometimes the shadow of an object like separate or something
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.
I think the biggest change you could make here is by making bigger grass clumps to get the same amount of fill with less geometry
Use LODs and billboards for grass and other small objects that repeat.
Small details are gonna fade very quickly with distance, while still contributing to vertex/triangle count. And a lot of small overlapping triangles is the worst thing you can do to your GPU.
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?
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
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
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.
You mean on all materials/shaders except one?
Show the inspector of whatever you mean
so how do i extract the image from packaging preview?
I can confirm.
Not blending using mecanim, anyway.
For legacy you'd use Animation.Crossfade()
Though in MOST cases you'll want to fix whatever reason it is making you mark as legacy.
Yeah I just ended up redoing my setup and made it a Generic type and learned how the Animator component works. The state changes are kind of wonky atm but I should just be able to use layers now.
when i drag the material on to any other part of my mesh the normal map shows up, it only doesn't show up on the part of my mesh it's actually suppose to show up
"Show up" is very vague
You should actually demonstrate what's happening and what kind of materials and textures you're using
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.
the docs for imported animation events doesn't even explain what the disparity is about, it just shows the timeline
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
why doesnt my pack preview make an image??
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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?
nvm i found it
ok, so whenever i add a new asset i cant just reuse the render converter window. is that normal?
question how do i make the triangels visible in blender?
Triangle count or...?
Or like the topology?
You set shading to flat
Or just entering edit mode?
Can you please clarify @raw plinth
guys, how do I apply worldspace tiling in unity to a SBSAR file material that I imported from Substance designer?
First of all, you'll either need an sbsar importer or convert to textures(unity dropped official substance support a while back). Then you'll need to use a shader with world space - shader graph has a built in triplanar node that can handle most common cases, you just plug world coords in.
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.
My sbsar files are working as graphs, I just cant expose my tiling parameter in it and world space tiling works only on unity shader graphs, not on substance graphs
Substance files generate textures - so they only work in UV space. Any world space UVs would need to be at the shader level.
Would it be considered normal for a URP material that is not shiny at all to not have a metallic map?
If it has no metallic or smoothness then yeah you dont need a texture for it
Just use the slider
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
So that might be something to keep in mind (related to the material question above)
It could break batching so sometimes it might be beneficial to use a blank texture
Unity doesn't recognized linked object data. Am I missing something extremely obvious?
I'd assume that this is an Fbx support or blender export path issue. Unity doesn't read the blender scene as is. It asks blender to convert it to pdf before importing.
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.
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.
You'd rarely use dcc software unique formats for final assets. It's more common to export to fbx or other universal formats.
It's not a great idea to store and use the blend files in your unity project directly.
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.
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
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.
behold a decade of problem solving # -90 degrees
mtx4_x90n = Matrix.Rotation(-math.pi / 2.0, 4, 'X')
Yep. That's why export the fbx yourself with the desired settings. Don't rely on Unity to do it automatically.
Not sure if it's a new feature in Blender but FBX exporter is aware of shared data
Linked duplicates don't become unique meshes
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).
Blender's exporter
I don't have the details right now but I believe I had that working in some versions of blender and unity recently
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.
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
Looks like your modeling program renders the hair as two-sided but Unity defaults to front only
Additionally the material seems to be transparent which explains the render order issue, could get the same result with opaque + alpha clipping instead
thank you!
need help with something?
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?
Recalculate Inside/Outside does it automatically
But only if your mesh isn't too non-manifold
Sorry for late reply but i am new and i dont really understand what you mean by either of those fancy words
Google "Blender recalculate outside" to see how to do that in Blender. The part about non-manifold just means that if your mesh has weird geometric stuff init (like extra faces inside the mesh), the tool may struggle to guess which way should be in and out. Those you can sort out yourself. There is a mode in Blender where you can easily spot backfaces
ty
yeah i still cant figure it out
ive been trying for a while now
just select all the faces in edit mode and press shift-n
litterally the first solution you are given when you google "blender recalculate outside"
that doesnt owrk either
yeah that doesnt work
can you enable face orientation and screeenshot before and after
yeah
its like some parts arent right for some reason
is the 2nd screenshot after you recalculate?
yeah
because it fixes 90% of the faces, for the rest its a matter of manually selecting them and doing the same thing.
oh
damn
theres like no other way?
well the correct way would have been periodically checking if your faces are oriented properly while building the model itself
mk have a good one thanks for the help
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
Not sure what 'skeleton mecanim' even is in this context - I'm guessing it is a particular spine setup?
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.
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
if i export to fbx will that screw with the scale at all?
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?
it depends, if you need certain parts of your characters mesh to be seperate then you typically keep them seperate
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?
once again it depends
but the correct choice would be different models with the same skeleton
or at least something more modular in general
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
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
depends on the renderer, art style and feel of the game, no? If you plan on making your own shader then you may not use all of those. If you are using a shader made by somebody else then you'll have to follow their setup for the material, and they may not use all of those either. Also depends if its URP, or HDRP, that affects what things you can do with your post processing and shaders.
its an stylized style, opacity i use it on the cloth edges to use less geo, scatering its just because i added it in substance an i really liked the redish glow it gave to the character
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.
Can someone help me with my camera effects? I cant find any videos talking about how to add effects to cameras
It's generally called "post processing" in unity
@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
okay thanks i didnt even know where to start
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.
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?
Splatmaps?
you export the information into those specific channels. if you are using substance painter you can create export templates to do that. otherwise you can just manually stitch together the information into those channels using GIMP or Krita
...if im understanding your question correctly?
yes
determine the threshold, adjust accordingly.. for example, if the DCC, substance in this case, considers 0,0,0 and 16,0,0 to be the 'same color' tru 0,0,0 vs 32,0,0 until you find the threshold. there are dedicated substance and blender discords which would probably be a better source of info
search channel packing textures, or 'how to make Channel Packed Textures'
If someone has a tip for a good channel packing program or plugin I'd welcome it
Becoming dependent on Substance or crafting your own channel packer aren't practical options for many
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)
I can find only one free one on the store currently, which I could try at least
Tried a few others a long while ago and they all had issues with either UI bugs or did something weird like forcibly converting sRGB to linear / vice versa
Usually, a channel packed map Would be linear or non-color data, for a few technical reasons i forgot enough to actually explain, iirc. is there a reason you want them sRGB? perhaps you are using them As color textures, and not as Texture Maps in your plan?
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
oof. sounds like the assets maker made a big mistake
on the stipulation that i can get my comuter to stop crashing.
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
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
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"
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
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
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
Your point is true as well
The tools and engine make so much complex stuff trivially easy that it ironically becomes easy to expect everything to be just as easy, and get a bit shocked when not everything's automated on the user's behalf
ironic indeed
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)
I think the issue is that youre trying to do the entire city at scale all at once
games typically dont do this because its not feasible, at least not without serious performance overhead
I would suggest you look into "World streaming/chunks"
and "Floating Origin"
each city block is a model and they are essentially cubes atm so Im not experiencing any performance issues
did you set your camera clipping settings up?
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)
honestly at that point dont bother with 1:1 scale then
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
(Im a 2D artist by trade in case it wasnt painfully obvious)
well with the fog
you dont have to literally shrink it
you need to adjust its parameters to be proportional to your smaller scale
Think of the fog like this:
"Fog starts at X meters and becomes solid at Y meters"
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
but where can I find the fog settings (or scale settings etc) is it per-scene?
well to be honest, you mentioned the fog effects
i assumed you already had some volumetric fog solution for the project lol
is it urp or hdrp
cozy skies was it?
https://distant-lands.gitbook.io/cozy-stylized-weather-documentation/how-it-works/settings im not too familliar with it, but see if this helps you find them
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)
Came here first assuming that there could be other issues Im not aware at the moment of using such extreme scale difference
I would say try your luck with them tbh
for third party assets you are always better off getting help from them directly
but also do check out the docs
thanks, appreciated dude 🙏
so i modeled in blender but it looks horrible can someone help me in dms for a easy way to make it look better
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.
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
nevermind about the first one, the "Update When Offscreen" option accounts for it
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...
Not super new to unity, but can someone help me import an FBX? I can get the model just not the textures
It's easy depending on what you're trying to do. For the textures you can either use the embedded materials (can't edit them as is), or change the location import option seen here to "Use External Materials." They'll be generated externally in a neighboring folder in the same place just named "Materials," and you can edit the basemaps and whatever there.
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?
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.
I'm tiling a shape to repeat on a shader, how can i make the shapes overlap?
I'm using a tiling offest node with a triplanar node
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
What materials?? Are you talking about shaders perhaps?
Neither unity nor the render pipelines provide any materials aside from the standard ones assigned to newly created objects.
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are the materials using custom shaders?
Guys how do i delete points from this freeform shape?
pressing delete just deletes the whole object
Also the target sorting layers don't seem to work at all?
Do you still need help with this? You can try manually converting the materials
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
You have to make new materials and assign them to the mesh, either to its instance in scene or from import settings using the "on demand remap", or "extract materials" option which also creates the materials for you
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?
@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
The selected image is not using your shader
Thanks I was able to make it work
sample texture.r > one mins > multiply(color)
didnt know where to post this but im having trouble with getting unity to recognize blender?
t worked then i updated to unity 6000.4.0f1 now it doesnt
i highly recommend not putting .blend files in unity
just export to fbx for unity @supple bramble
Yeah but now I gotta go and redo the prefabs and I have alot of em
how is your blender installed?
also run which blender in a terminal and see what you get
@supple bramble is that blender from the distro package manager or is it a flatpak or something
if that gets nothing can try ls /usr/bin | grep blender
I just used sudo
it's faster during development though, saves you from having to export after each iteration
can replace it with an fbx at the end
make collaboration pretty hellish, pressing one button in blender is not a big deal to export
i dont need to worry about that tbh
How do i use bakery ? I just got it but i kinda dont know how to use it
Read it's documentation..? Also, avoid crossposting.
sorry i didnt know which channel to put it in
also i didnt get it from unity asset store
There's a link to the manual on the store page.
anyone here use blender to make models and put them inside unity?
Loads of people. Just ask your question
how can i update an asset in scene if i made changes to the model?
If you overwrite a model file then any object using its mesh will update, given the mesh with that same name still exists in that file
When I Import my fxb model into unity the textures aren’t there
It’s all grey
Usually better to just recreate the materials in unity
The textures are probably child assets of the FBX or in the same folder, create a Material and drag them into it
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
anyone know why my sprite chunk isnt displaying a preview and isnt viewable in the scence on onpening?
Question for #🖼️┃2d-tools
ok thanks
@wary vortex yes I can integrate assets and model in blender
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?
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
thank u hunanbean 😊
Hi guys. Anyone tried Smile Game Builder and if the unity exporter for it works ok?
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?
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
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
any good tutorial on 3rd person controls that also explain the animator? Any more resent ones?
The animator hasn't changed 🤷♂️
haven´t used it in my life so i don´t know that
https://www.youtube.com/playlist?list=PLwyUzJb_FNeTQwyGujWRLqnfKpV-cj-eO
This one might be the best one about animation, and it's got something about character controllers too
thanks
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?
does the asset not have any settings for you to tweak?
we dont even know what outline tool you are using
It did have options, but nothing related to distance.
I should have got a screenshot, but I didn't think about that.
It was this one: https://assetstore.unity.com/packages/vfx/shaders/free-outline-326925
If you could recommend a good outline asset that would be good, too.
"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."
I will give that a shot. Thanks.
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
The Unity asset store?
I'm looking for the same assets, already checked Unity Store and can't find those 😬
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.
the keyword "hyper casual" was the thing I was looking for, thanks 👍 Already found those characters that look really close to the image references
Now I just need to find the environement
hi ppl may i know how can i use a unity asset file ?
@lusty coyote Don't cross-post, and you're already being answered
srry mb
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:
- I have to navigate the project every time I switch gameobject
- it wont replace other gameobjects when you paint over them
I'm unfamiliar with the gameobject brush, probably another "example implementation" of a scriptable brush from the tilemap extras
I think you may have better luck with tiles that have a prefab associated with them, and making the palette with them as with normal tiles
Don't recall if all tiles could have a prefab, or if it was a feature of rule tiles or other scriptable tiles
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
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
you need to switch to a urp shader
the material's shader rn is not compatible with urp
thats what I tried to do in the first one I think, universal render pipeline lit; but it just made it gray
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.
this is my first project ever, how can I assign textures?
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
is there a URP ready unitychan by any chance?
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
its more tedious than anything but I guess it can't be helped, all the other free models have the same issues
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
can I search for URP specific models?
not all maps are needed and the inputs for URP are pretty simple
the description of the asset pretty much always says if its urp or hdrp or birp
but also
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
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
where can I find that?
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
dang, well fair enough. i guess there's no fast and easy way to go about this
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
does anyone know how i can achieve similar visual style in unity?
more specifically what kind of post processing settings would i need
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.
- 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??
- 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.
- 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 - 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
@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)
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
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.
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
Right now, I don't have any pathfinding implemented, so there's no blockers at all in my game.
Ah ok
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.
Damn, that’s beyond me
My main optimization focus has been on enemy AI since I have a few thousand active enemies
Yeah, speed is a real problem for RTS games, but the genre worked already in the 90s.
Yeah… I should really be using full DOTS but I can never get into the workflow, so I’m still struggling to hit framerates
ECS is honestly probably not worth it. For an RTS, parallel arrays are faster. I started off in DOTS and then decided that I didn't want to depend on Unity for my servers. That, and I really just want to use MonoBehaviours for what the player sees on screen anyway and the parenting strategy that DOTS uses to connect entities with gameobjects annoys me a bit.
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
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();
...```
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
Ah, if you want to keep in touch, I'd happily explain what I've been doing. I'm basically not using Unity except for my client and the whole simulation is structs and refs.
Thanks! Best of luck with your project, you definitely seem to know what you're doing haha
Well, we'll see. There's a lot to do. But thanks! Luck be with you, as well.
There sure is. Thank you!
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
Make sure you have selected correct Gizmo display in Pivot mode in the editor
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
still not at the right spot? that's where your pivot is in blender then probably
it should be at the bottom left corner
i assume that it is correctly set in the blender because it stays at the bottom left even after transforms have been applied
looks like you did something wrong, because the origin should move to 0,0,0 if you reset all transforms. are you doing ctrl+a and "all transforms"?
yes you are right, it has been acting like that, so I've used CTR + A => Location to Deltas option because I assumed that normal location apply (CTRL + A => Location) was wrong. However it seems that it didn't work out either. I have used CTRL + A => Rotation and Scale for other 2 transforms
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
yes
yeah
this worked, thank you for your help 💪
i dident use blender in a while and forgot how to change the axes stuff extrudes
how do i change it?
press X, Y, Z
thanks
how many triangles should my charecters body be? ill use this for the player npcs and some enemys
there is no rule for the exact amount it should be
some games have like 20k for example, some have only a few thousand.
you should make it have as little as it can while still looking good
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
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
just type "stylized" or "cartoony" and see what you like
also https://kenney.nl/assets/category:3D these look similar
Already checked Kenney, Kaykit, Tiny Treats, Supermarket Pack (Abidi Studio) but they look like they're missing alot of assets, so is there one that has more assets / is more complete please ?
combine them and if there's anything missing find another pack that contains it
(or learn to make it yourself in blender)
I want to avoid doing them myself because my goal is more to learn game dev in Unity than doing 3D assets in Blender.
this pack seems to have a lot of stuff https://assetstore.unity.com/packages/3d/environments/value-bundle-polygon-shops-pack-and-shopping-plaza-map-355684
Already have it, by Synty's style isn't the style I'm looking for 😬
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.
ill try to figure out rigging on this guy while the new unity version downloads
i want to ask a critical question why games assets need to be low poly and clean mesh
Mainly for performance reasons. The more polys - the more time it takes for the gpu to render your object. And bad topology can contribute to issues like overdraw.
hum you got a point
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
Not really sure what you mean by "mesh kernels", but yeah, hardware was weaker so you could process less polygons efficiently. Now hardware is faster, but it doesn't mean you have infinite budget. You can process more polygons than before for sure, but high poly meshes would still totally destroy your frame time if used as is.
And the game wouldn't crush just because of poly/vertex count. It would just run slower.
"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
Hey, for a scene like yours, edge detection outlines might be a better option: https://ameye.dev/notes/edge-detection-outlines/
The reason you see those artifacts is explained here: https://linework.ameye.dev/fast-outline/#artifacts
But yeah the scale with distance option might improve it
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
🫘 BEANTATO🥔 , test character for my game
These channels are for development questions and discussion, only #🏆┃daily-win and #1180170818983051344 are for showcasing and feedback
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
and how do connect with tilling rules
i kinda uhhh feeling off with this T_T
i had searched up videos, but still not understand yet
If you make it into a typical prefab first, then the hierarchy will show deletions as overrides
Even if it's not a typical prefab but a prefab generated from the imported mesh, the inspector overrides dialog should still show object deletions
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
is this 2d rule tile will as same as isometric rule tile?
ahh
i understand it now
thank you
Ohhh I didn't know about that overrides part menu thank you that solved it
I think they are mostly the same
Isometric grids are simply grids that have been angled
thanks
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.
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
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?
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
you can make a script, and put all the stuff you need in a folder
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
thank you!
@lean pewter why do i feel modders know morw about game dev than actual game devs do?
Different mentalities. One strives for a career, the other opts for passion
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...
i mean, i dont have time to complicate my opinion this much. but thanks for that.
If I'm making a city with variously shaped roads, what would be the best approach to texturing them?
I can't speak much for Unreal or Bakery but Unity doesn't really require any scripts or even exporting to move assets from one project to another
The assets are just files in the file system like any other
It's more in the context of modding that extra this hoop exists when the source files aren't directly available
@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
thank you for the response!
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)?
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
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
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
"one game to another" sounds suspicious. In case that has to do with modding or decompiling games, discussing neither is allowed on this server
im only trynna import a map as the game i had my map in is shutting down
im trynna import it in to Vr chat from rec room
@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.
the map is made by me i jus dont know how to import it
In what format is it?
the file is in a compressed zip file
jus dont know where or how to import
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
how do i unzip them?
ah alr
extracting seems to be the word windows uses
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.
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.
make a texture in substance designer and use it for all roads (you can curve the UVs for curved roads)
Sorry I probably should have asked my question better.
What would / should the UVs look like? I've seen this article, but it doesn't mention anything like cross roads, parking spaces, etc. https://kladds.medium.com/road-texture-uv-remapping-in-unity-9cc35c8c6c3f
in the case of a crossroad there would probably be 2 diagonal seams going across
parking spaces can be done with decals
could smn help me import my texture into unity
or material or idk
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.
k ty
It'll help to look up the difference of textures, materials and shaders
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
Unity doesn't support them
Blender I believe supports them natively so if you can get them into Blender you could bake them into a non-udim configuration
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
That's basically the issue. I have a tileset. The first uv is a single seamless material while the second is the tileset. My different ground tiles use them but they are complicated and i dont have an immediate way to split them into parts to use uv0 or uv1
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?
That's what the Lit vertex/fragment blocks used to look like long ago
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?
Looks like this graph is Unlit
Can be changed to Lit in graph settings
The texture should show up on Unlit just as well though
I've been looking for the shader mode for a while now with no luck and whenever i try to create>ShaderGraph>HDRP>LitShaderGraph it doesnt open the editor. Only code
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
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
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?
Iirc when you use Extract Materials it should swap from "Use Embedded Materials" to "On Demand Remap" pointing to the newly extracted materials
The white bubble exclamation mark is not an error or a warning
Yeah but I get these every time as well and ik it's not an error but was still confused
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
Alright will try that then. I imported the model back when I was using an older Unity version and extracted textures so figured if it's still greyed out the Extract materials would be the non png files
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
Yeah I guess so. I do like working with materials way more in blender but then Unity seems to butcher them a lot by either not having some features or needing to be done a different way. Have to kinda shift the mindset/workflow probably and do barely any material adjustments in Blender
Unity and Blender have different shader formats so they're not compatible
They have most of the same features but the main problem is that FBX doesn't support even basic PBR material properties fully
(Or the exporter / importer don't support them but same difference)
Right.. yeah that
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?
were you the dude with a spaceship
"ship" is probably gonna mean, well, a sea ship without more context lol. is this like a shuttle or smth?
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?
Hi everyone
Is there any websites or engine that I can make 3D pixel art/Objects something like crossy road?
Can someone help me about this pink problem?
Pink means shader error
Most likely the foliage material's shader is not compatible with your project's render pipeline, or the shader could be missing
Asset store assets typically contain multiple shader options in some form, if they're advertised as supporting multiple render pipelines
I don’t think it’s in there. It’s designed for the built-in engine, but I’m using URP. I’ve managed to sort some of them out, but I haven’t been able to resolve most of them. Is there another way to fix this issue?
Looks like this
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
Showing the inspector of the shader that's giving the error could give some hints about what can be done
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
Primarily it's caused by "Transform Z" Alignment
But with 0 Corner Vertices it could be improved
Oh you're right, I didnt try that because I assumed it would make it worse not better but 0 corners does help
Minimum Vertex Distance being too large can make it worse, which iirc can get out of control if small scales are inherited
Those tips helped, looks a lot better now.
Its only banded because of gif compression, its clean in-engine
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?
Unless it is documented what it does, I would definitely look for other solutions. I don't know how blend shapes are implemented in unity but especially if those NaNs get passed to a shader, it might be totally up to the GPU driver what happens. If it works, it works I guess but that sounds like one of those undefined things that could work differently on different build platforms for example.
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
I mean, what he really said is, "it works on my computer"
Whether he realizes it or not.
Hi everyone
What Is the best websites or engine that I can make 3D pixel art/Objects something like crossy road?
I don't use them personally but I've heard of Blockbench being popular
What you're looking for is "voxel modeling" in any case
Thx 🫡🙏
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?
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
What shader are the materials of the wall and floor using?
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
Already figured it out
Do share for the others
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
And you got transparency on the video in Unity too? I haven't had to do it but I've heard a lot of people struggling with that
Yes
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
are you sure you're baking the normal map correctly? and are you testing it in unity with proper lighting?
Was trying to find one but as they weren't working I've deleted, they had baked fine, it's more I guess I want a bump map in a way to simulate more depth and texture without the poly counts
I may be confusing things there, but I'm looking for the best way to build depth and maintain performance
Does anyone have a resource on lightmap blending? I'm trying to get a nice looking day/night cycle
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
Pretty sure thats just a unity error related to editor UI and wouldn't break your animations
What could break the anims is changing the bone structure or losing some other data like skin weights on the import/export you did
Well I just imported it and add more bones then exported it. Was first time using blender so no idea what I was doing
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?
No they didnt have it. Animator still works and was unchanged plus original character was still there I just made a copy and changed name
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?
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"Drop" in editor or instantiating at runtime?
I'd check what Y position the root gameobject of the prefab asset has, I think the root transform values of a prefab are ignored only when instantiating it but not when dragging and dropping it through the editor
And what does it mean it doesn't "move at all" otherwise
Maybe a video clip could help show the issue
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 ^^
First thing I'd investigate is whether there is some logic the the pivots for each prefab... and if you might want to change them to make things easier. Since you're using low poly assets, lo earning about unity's snapping tools will probably help a lot with fitting pieces together.
You can look into displacement shaders; there are various types. In URP, parallax occlusion mapping is popular. https://docs.unity3d.com/Packages/com.unity.shadergraph@12.0/manual/Parallax-Occlusion-Mapping-Node.html
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
This one is made with blender.
I don’t really mind as long as it looks similar to that one so alternatives are fine
If you have the blender shader tree, it might be possible to just implement the same logic in a shader graph
I don’t have it unfortunately
Honestly looks like a regular white base color with just a normal map or a procedural bump map that simulates the look of paper
Is there a way to import a PSD into separate layers while keeping the document size in context?
Change it to a psb file and use the psd import package
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
I believe it is because there the color picker represents color in many different ways, but that information is ultimately lost when the color is saved into three floating point RGB values
So the next time it has to guess the "intensity" and convert to the color mode you've set the color picker to use
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
This is the type of thing only a true tech artist would know
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
The essence of being a tech artist seems to be to know this kind of stuff but then be stumped with every problem an actual graphics programmer could solve!
yeah well, the reverse would happen if a real graphics programmer were to try and make an actual game in unity
cause there's so much more to it than graphics programming
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
some lighting effects i would say
maybe have a blue point light fade in and out during the effect
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 
I keep trying to add more stuff or subtract stuff but it never works, it never looks 'right'
then add some emission to the textures and up your bloom a bit
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.
Set the game in winter and add scarves.
Seriously, though, yes you can do that, hard to suggest an approach without a clear idea of exactly what you're attempting but postprocessing and maybe using higher lodlevels might be a good start.
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!
@regal kestrel There's no promotion outside of the Asset Store forum
I wasn't promoting I was just showcasing, sorry Abt that
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.
Set it to transparent in the Graph Settings
#1390346776804069396 is the channel for shaders
Thank you.
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?
What are the errors and how are you exporting it
I have attempted ultiple ways I exported as fbx and then as a gltf- and it appears that there is like 189 error s
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
this ismy blender file--
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
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
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
well its there if you turn it to the other side
Blender can shrug off and conceal problems like inverted normals or missing mesh data, but unity will not
Means it's inverted
Either modeled the wrong way or lost in conversion
its like the face only shows when im looking at a weird angle
You have to flip only the faces that are facing the wrong way
oh wel that wil be difficult
While Backface Culling option makes Blender cull the faces like Unity does, Face Orientation overlay instead may be sometimes more useful finding them as the backfaces won't be invisible
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
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
There are some options
Try both Face Orientation overlay and Backface Culling viewport shading separately and examine the mesh first
Then while using them see if normals Recalculate Outside/Inside to all faces makes them turn how you hope and expect
After that you'd use the Flip on all inverted faces manually, but at this point would not need to go through all yet
Are they really facing the wrong way? If the corridor is meant to be viewed from the inside, then the "right" way is for the red backfaces to be visible on the outside, while none on the inside
But also if nothing seems to happen when you flip, that implies you have overlapping polygons there that have a separate facing direction, that's likely why the surfaces look flickery
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
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
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
It may seem like it's been just a string of futile attempts, but the troubleshooting itself is a skill you'll always be using in totally different forms
To avoid this kind of problem later remember to import early / do early tests in whichever task
And that fixing something can take more expertise, time and effort than making the thing in the first place
Yeah tell that to my professor that didn’t tell us we would eventually be using unity and to do that
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
It will mostly affect default renderer and preset of installed packages, everything can be changed later, just pick the closest one you need.
are there free courses for vfx? ugh the ui is confusing for me
theres 2 on the unity learn website
Gabriel aguilar on youtube I find has a lot of helpful videos on vfx and you can follow along by making your own
Also, Ben Cloward is the best for shader graph. You will need that too for vfx
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
The video I was following looked like it was using a vrm addon for the tracking?
When I downloaded it it showed up differently than in the video and it almost broke my model
I’m not sure if that’s what you meant though
We don't know how your character is set up in engine, nor what video tutorial you are following, nor what you are stuck in, so it seems difficult to be able to provide any help
Experience with face swapping probably isn't useful either because there's a dozen different ways to do it, and only some would be compatible with the system you're using
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.
Worst case we just won't be able to help, so not to worry
VRM is kinda outside the scope of this server because it's an existing Unity application, not one you are making yourself, so the chance of reaching someone who knows it is quite low
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
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)
Wrong UVs/multiple UV channels would be my first guess. Also note that unity assumes the OpenGL convention for normal maps. DirectX normal maps will look wrong in unity
can u help me fix the UV mapping? im quite neww🥺
First make sure you only have one UV map here (in Blender)
Did you only have one in there?
no thank you, we can continue in here so others can contribute too if they have any input
ah okay, no problem
Do you have a specific reason to have 2 UV maps? If not, one of them isn't needed and should be removed
my friend is the one to give the model to me
is there a way to test if one is not needed?
Well remove one and see if the output looks the same. You may make a backup save to keep the original model intact
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?
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.
Same in Unity I assume?
yes
for some reason when i removed the normal map, texture doesnt look as detailed in unity now
Well, that's what normal maps do
can you show the node set up you have in Blender?
That sounds like it changed the map Unity uses (earlier there were two to choose from). Just need to figure out why it doesn't work though
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?
Here the nodes actually seem to be just dragged enough to hide the window
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🥺
I'll se what I can find and come back to you
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
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?
Do you have a material in Unity that is applied to the model or did you just let it autogenerate it for you on import (those are usually not editable)?
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
That sounds right. Then you need to find the Tiling property under the material and apply 15.5 tiling to both X and Y
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
First of all you should make sure the normal map texture is marked as such in the import settings in Unity (it should show Fix Now here if it wasn't). The normal map strengths seem to be 0.3 for the body in Blender so probably should use the same in Unity
ok!
Seems to be marked as normal map correctly on the picture you sent actually, fix the strength though
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?
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
You could just put the textures into a material in unity and apply to the model. The UVmap used seem to be quite arbitrary though so it might require some UV unwrapping work (in Blender) to get consistent scaling and such
ok then maybe is it possible to just use shader graph?
Depends, what would you do with it?
after that we would want to make an animation of the crumpled paper texture transitioning into a human texture
Shader graph would be good solution for that. If the skin texture required different UV mapping, I would highly recommend baking the images in Blender to a unified texture format to just plug into Unity (no need for any tiling for example)
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/
ok ok !
sorry for late reply
do u think u’ll be online for a while?
i still need your help :)
for morphing between textures maybe in a form of a riptide, do i need shader graph?
smth like this
I would use shader yes. Vertex shaders allow moving around the vertices too which can help create the illusion of a wave going through the object
beauty bro
can u help me with this?
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?
you use the shader graph to create a shader for a material
not the other way around
okayyy. if anyone can help me, this is what i’m trying to make
- ripple effect transition between 2 textures (crumpled paper to human)
- human texture has diff eye color + hair + skin and wants to be realistic
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?
Shader stuff fits much better in #1390346776804069396. When it comes to this type of visual effects, you need to be more specific in what type of effect exactly you expect to achieve with the shader you are making. Also download discord to your computer or use the web version so you can share proper screenshots on your computer, those nodes are totally indistinguishable in the image.
okay thank uu
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
Play around with your bias setting
sometimes the AutoLOD distances are set weirdly
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.
Why do you want to use the exporter?
These errors are in unity or in whatever you exported to?
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
It is the "Blend" option you see in graph settings that enables alpha input
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
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
What values does this texture have on its alpha channel exactly?
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? 
it was a png that I alpha'd out, maybe I should be using a TGA or something that actually supports alpha better?
no difference with a tga
PNG itself has no issues supporting alpha
If you have a correctly faded Normal Alpha, the receiving surfare normals don't matter at all
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
Color values on the image are okay
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
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
hm its noticable against a default unity cube so it might not be my face weighted normal cube being the issue
yeah the TGA was even worse, everywhere where its alpha is yellow
This is something Unity's texture importer is doing with type normal map textures
this is the texture, its the only one no pack
I tried setting it all to Default instead of Normal but it only got worse
I don't recommend that
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?
Do you want to use the Normal Blend, or get by without it
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
Then you should use Blending with a different texture or other type of masking, like object space distance in this example
Hmm that's smart
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
That is the reason indeed
Though I don't recall what A channel was used for
probably some ways to use non-blended normal decals other than making sure the source and decal neutral normals are perfectly aligned, but the answer didn't seem immediately easy to find
To export the model.
The model file itself has the issue.
But for what purpose?
The mesh should already be in a format that you can import into modeling software without doing any re-exporting
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
My asset pack has fbx assets. I tried blender but i hate it. Attaching weapons and armor to parent containers is just easier via unity.
I recognize that test texture =p
What does this have to do with the exporter?
its the answer the question that was asked. the exporter is just not working correctly with the animations.
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
I have a monster 3d model and an axe 3d model. I attach the axe to the monster model in the weapon slot. then I export as one unified model.
export what to where? you're putting them together inside Unity and trying to export as one fbx?
you're putting them together inside Unity and trying to export as one fbx?
correct
but why? you're trying to use Unity as some kind of modeling program, and plan to use the fbx elsewhere?
lmao is this stack overflow?
I am trying to export a 3d model using a 3d model exporter. Is that really confusing?
You usually put stuff in an engine project not out.
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
Indeed.
The docs say it's possible to export animations:
https://docs.unity3d.com/Packages/com.unity.formats.fbx@5.1/manual/export-timeline-clip.html
I assume you're following the documentation?
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
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
That is likely the issue then. Quite an odd limitation.
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?
That's a pretty typical way to do that sort of terrain, though many games combine meshes and heightmap terrain
If it feels there's an X/Y problem, 95% of times there is
Getting a lot of people asking how to go through a wall and what most of them need and want to hear is that there's a door right by
For what I wanted there was only one solution and it wasn't working so truly no fix other than to bash through myself. Sucks
Sometimes yes there is some justification to go through the wall, but the best thing is to confirm that
Or even better every question should start with the information about why the specific method was chosen, that's what I do
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.
Hey y’all im wondering whether to switch my characters to a 64x64 style or keep them 128x128. Not sure which looks the best, as the 128x128 characters don’t really blend well with the 32x32 environment but the 64x64 characters don’t have as much detail https://cdn.discordapp.com/attachments/1165445508127526932/1496344892086030376/ss_63ed2b9e38165092c06dca1f2d84bd80fd95e2d6.1920x1080.png?ex=69f76307&is=69f61187&hm=50a61e81e32518108782121509338e2b01d3b9ba3cf19373e24fe0be66a9e2ad&
I won't be able to use terrain; it will be floating islands. I think I'll make a kit of prefabs for terrain and combine them.
The Terrain Component can do floating islands if Terrain Holes feature is used to carve out areas from it
But efficiency can be a concern, as the holes technically make the Terrain invisible locally
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?
The asset must be compatible with the render pipeline that the project uses
Ah i see, its not made for URP, is there a way i could make it compatible with that?
You have to replace the material and shaders with URP compatible ones
okay ill try to do that, thanks!
Yeah i converted them to URP in unity, thanks a lot!
anyone know why this happens when I import the fbx to unity from blender and overwirte the old one
settings for export btw
A few possible reasons
Either the model you're exporting or replacing may have been exported with different transforms than the other, or unapplied transforms in general
Additionally this setting warns against being used with armatures
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
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
Does anyone know why my glasses don’t move with the bone in Unity?
did you weight paint them?
There's no self-promotion on the server.
It's in the video
hate the ask the obvious, but you did export a fresh copy right?
I dont think I did
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
There's an error message that seems to be very much related that you've cut off in the screenshot
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
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
The upper image looks like the mesh has bad/smoothed normals
I am not sure the model even has any normals? (Or am I dumb?)
Probably just comes down to the differences in the rendering in Blender and Unity. You need to find a good balance between smoothness and metallic, the use of reflection method might also affect it some. Besides that as Osmal said the normals here look bad and also most of the models should not be metallic. You should use metallic map to only make the metal parts metal you know
Like all of the red parts and the orange line itself should not be that metallic (or likely not metallic at all)
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?
Select all vertices you want to smooth, alt + N, Average
If that has no effect, you may have a modifier that overwrites normals, and or Custom Normals Data in mesh data that overrides your changes
What you have on the left and what you probably should have on the right
Yeah the skybox is not the problem itself. It can affect the shine color but doesn't make more shine
You make things shiny by increasing smoothness. You increase metallic to make them shine like metals. You don't want your fishing line to be made of metal
In edit mode you have this option
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.
For most parts having everything smooth looks fine but for those parts that are clearly sharp in nature, should have sharp normals
Is the right one here "sharp"
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
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.
I don't think the fishing line and all the red parts should be metallic yeah. You should also consider decreasing the smoothness which still keeps the metallic properties
It's like it has no shadow, it just looks weird tho
Looks much better to me. The only way you can make that look realistic if you add more PBR maps to it, normal map, smoothness map, AO map perhaps. I would not make it fully smooth in any case
it'd be nice if it could look more like this though. Which one do you think would best help it towards that look?
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
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?
You will need to test the performance yourself as it differs on the models, but it also depends on what you want to achieve
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.
Ok, so lets see.
What are the best practices for a mesh of a grass cluster that needs to be visible when camera is looking at it. Spread out to make a terrain more, well, grassy in a first person game in URP. BTW these files do have LOD with them.
In blender i can just instantiate the collection of meshes, i dont need to have any type of physics(wind and collision)
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
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.
Reflection probe.
The ideal would probably be an anisotropic shader like they usually use for hair, with a normal map.
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.
ohh sorry, I'm still not good at telling where to post orz orz
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)
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)
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
if you are good at blender, why use probuilder? you say you need it for "rearranging" meshes, what does that mean?
you said the right one is from an AAA game and then you said you are using the 2k one (which is on the right). which one are you saying looks better again?
Sorry spelling mistake left side is AAA game texture
it looks better because it's well made. its either a real life pic or just made better in substance designer, by a professional. also the one on the right looks blurry for some reason
Right side texture made by Quixel mixer
that does not guarantee good results.
For good texture I want to use stolen texture from AAA gamea
What is the "issue around reusability of meshes"? Why would you have to "break up the scene and rearrange it"
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
Hi, sorry I used the wrong terminology regarding probuilder. I simply meant that I needed a seamless way to replace meshes from the FBX with prefabs upon import. Basically, I don't want to have to rearrange a scene from loose parts in Unity because I already arranged the scene in Blender.
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.
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.
2022.3. has it too
2021.3. doesn't
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
Use instances in blander and replace instances with prefabs in unity?
If im understanding your issue correctly, you could just import the fbx into unity, and use probuilder to "probuilderize" the meshes of the fbx and edit them in unity directly.
@misty lantern @fallow summit @fluid oak Hi all, I landed on this workflow. Just posting it here in case it helps someone:
- Create asset library of modular meshes in Blender.
- Export FBX to Unity and create prefabs of all modular meshes, adding colliders where necessary.
- Layout scene in a separate blender file using modular meshes from asset library and export as FBX.
- Import layout FBX into unity, drag into scene, and unpack completely.
- 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!
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.
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i dont think you need to rig it at all
unless the tutorial calls for it
yeah ive leant some things and its true, theres no rigging needed, thanks for the confirmation
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
Probably inverted normals
lol yeah it was i just thought of it after i posted it lol
its all inverted
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
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.
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
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
Thank you for replying, I’ll try that once i get a chance
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
Usually you'd use instancing or geometry shaders for that amount of dense geometric grass...