#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 54 of 1

raw pecan
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@cloud saffron can u help

cloud saffron
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I can link you this, which was the first videos I watched on mesh generation

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but to be honest I don't get it fully enough to help

stoic crescent
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i mean its still a question for terrain channel since thats the description of terrain channel "Ask questions and discuss anything related to terrain and world building tools."

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and this seems to be a world building tool he is trying to create there

raw pecan
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can someone just help me and not tell me to move channel every single time

cloud saffron
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This channel is for 3D art, I think the original channel (General Coding) was the honestly the best because I doubt people going to Terrain are looking to answer Mesh Generation and more Unity Terrain, and people here are probably just looking to discuss modelling ect.

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I'd recommend you watch that playlist, or play around with making meshes in code yourself

stoic crescent
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i can't. i am not that deep into this kind of coding otherwise i would. i just can try to direct you to the correct channel where people with more knowledge usually would hang around and also give you the pasta bin advice to post your code because nobody likes to see 30 lines of code containing a problem that they might not be able to solve and instead pushing there problems into nirvana.
sorry to be the rude guy saying it but i just try to be honest

round sorrel
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so im tryna make an asset bundle to throw this into a game and err i cant and idk how to fix it

crimson flint
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i have a problem with my impact partial every time i shoot down or i little near the player the partical shoots the camera/body basically any way to fix that

wet comet
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im trying to make a collision scrips

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script

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Severity Code Description Project File Line Suppression State
Error CS1061 'Collider' does not contain a definition for 'comparetag' and no accessible extension method 'comparetag' accepting a first argument of type 'Collider' could be found (are you missing a using directive or an assembly reference?) Assembly-CSharp L:\Unity Games\KingRaccs game\Assets\Push.cs 24 Active

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;




public class NewBehaviourScript : MonoBehaviour
{
    public float pushammount;
    public float pushradius;

   
    // Start is called before the first frame update
    void Start()
    {
        
    }
    private void DoPush()
    {
        Collider[] colliders = Physics.OverlapSphere(transform.position, pushradius);
        foreach (Collider pushedObject in colliders)
        {
            if(pushedObject.comparetag("Enemy"))
            {
                Rigidbody pushedBody = pushedObject.GetComponent<Rigidbody>();
                pushedBody.AddExplosionForce(pushammount, Vector3.up, pushradius);
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.G)) ;
        {
            DoPush();

        }

    
    }

}
versed stirrup
winged creek
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this windows doesn't appear on my blender how can i fix that ?

cerulean pilot
eager mist
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type with your keyboard

pseudo steeple
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visual studio?

eager mist
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can someone help me with 3D modeling?

raven tide
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can someone help me with 3D modeling?
@eager mist what do you need help with

lyric nymph
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Hey I'm not sure where to ask this but: does anyone have any advice for setting up a prefab to handle variants of props for a level? I've got a bunch of static props with different base color textures and I'd like to figure out the easiest way to start populating my levels

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I guess what I'm trying to figure out is how I can easily select a material (or prop) within the editor without actually loading a bunch of different materials on runtime. I'm new to Unity, but the closest thing to what I'm describing would be the skingroup system in Source/Source 2

sturdy heath
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hey there, im new to unity and 3d modeling in general, im looking for some help. i have run into the issue of not knowing how to assign multiple materials for different parts of a model?

crisp vault
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me need pistol lol

lyric nymph
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Make sure your model has multiple materials set up in your modeling program, if you need to assign the materials in Unity you can create your materials and assign them from the "materials" tab. There should be a socket per material from your model

molten fable
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hi, so im still very new to unity and was going to create a level with probuilder, i was just curious on one of Dani's newest videos, among us 3d, he put a image and used it as a guide, i was wondering how to do that

cerulean pilot
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Likes and Retweets are very appreciated!

stoic ferry
potent lichen
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@winged creek i think that window only appears once, when you added the object. But there might be a possibility to make it appear again

maiden tangle
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@stoic ferry hey, looks like you need to set your "near" to be lower

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on the cam

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depth is important as well, just fiddle with the settings during runtime till you find what you like

steady tusk
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Hi guys, some friends and me just started out with learning gamedev. One of them created his first model in blender. When i import it in Unreal it looks nixe like this

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Do i have some settings frong in Unity? its an fbx file

cloud latch
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the export setting in blender might be wrong

carmine delta
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Can anyone shed some light as to why my blockercubes look messed up now? Everything was angled perfect, I open my project and now it looks messed up? Did I accidentally hit a key to enable this?

forest ice
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@carmine delta download Greenshot or a similar app to take screenshots and upload those, much better than a blurry photo. As to your issue, you'll have to be a bit more specific. What is it supposed to look like? At first glance I would say you just accidentally moved something and need to move it back πŸ™‚

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Anyway, somebody know why Blender-exported fbx files might have draw order issues?

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All normals look fine, I have several meshes, some work, some have these weird overlapping occluded faces in some spots

forest ice
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Turns out a few of my meshes were just randomly set to generate materials on import and ended up making them of the surface type "Transparent". I have no idea why, but removing material imports and using my own fixed the issue.

vestal hazel
whole oak
eager zephyr
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HI can someone say how to import Autodesk Navisworks 3d project in to Unity

forest ice
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@whole oak the glow is a little too intense for my taste. Try toning it down a little

whole oak
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@forest ice i will, thx

forest ice
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@whole oak maybe a ridge pattern on the grip or a hole for a strap to increase detail on the main bits? πŸ™‚

umbral stag
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This place is for modelling questions right?

sullen plank
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Yep, among other things.

umbral stag
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I have no blender experience.

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Is it hard to cut something?

misty pier
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@umbral stag select the verts above area you want to cut and delete them

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then select the edges around the face thats missing

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right click

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and press bridge edge loops

umbral stag
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Ummm....

umbral stag
misty pier
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i mean

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not trying to be rude

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but its better if you learn basics off of

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yknow the millions of tutorials

umbral stag
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Ye

rose ember
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My animations aren't importing to Unity correctly. When I import them they have an offset that makes them impossible to use in the project. As you can see, they have no such offset in Blender, and for some reason, the offset is different for each animation. The offset seems to be along the X and the Z axis.

silver owl
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(it has a capsule)

rose ember
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this has hapened to me too

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just search it on Google or something I can't remember why it happens

worn quail
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anyone else know why my player falls through the ground when i play? I replaced the ground, so there must be something wrong with the player.

simple cedar
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are you using rigid body for the player @worn quail

worn quail
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yes

worn quail
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nevermind, i fixed it!

stoic crescent
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that red green background hurts my eyes but the couch looks really cozy#

valid magnet
dire ermine
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@stoic crescent thanks, and sry about the background πŸ˜…

craggy bane
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@valid magnet you have to set arm bone as parent of text

frosty laurel
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Im having this weird issue where things shift by a little when being run

left hazel
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so if I were to make shooting animations
how would I do it?
do I do it in unity or blender
also do I rig the gun?

frosty laurel
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try simply dragging the texture in that folder onto the 3d model in the world

scarlet raptor
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done thanks

cloud nimbus
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@left hazel Rig the gun

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in blender

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also if you're gonna have hands I'd recommend animating them in the same model as the gun

umbral stag
tawdry valley
umbral stag
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so it mirrors on top of the other cube?

tawdry valley
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basically

umbral stag
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Thx

scarlet raptor
unborn vector
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as in the tree is remaining at the same point of the screen no matter where your camera goes?

scarlet raptor
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also how to fix the tress

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i mean its pink

unborn vector
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drag a material over it?

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never had a pink colour which wasnt intended

scarlet raptor
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well the material is also pink

unborn vector
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change the materials colour?

scarlet raptor
unborn vector
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click on the material and edit the pink box beside "albedo"

scarlet raptor
glacial vector
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Are you on URP @scarlet raptor? If that's the case then that shader is not compatible

scarlet raptor
glacial vector
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You'll need to use a different shader

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If that one is from an asset pack, they might have a URP variant. If not, you'd have to make one yourself

full crest
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I'm getting this error saying 'invalid subscript 'shadowCoord'' in Varyings.hlsl

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I'm on URP

scarlet raptor
left hazel
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do I have to rig it so I can animate the shooting in unity?

left hazel
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0.o

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okay,

upper meteor
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I tried using 3D, but it's difficult for me to understand, but could anyone tell me that if I learn, if 3D is significantly or equally as hard as 2D (I use 2D all the time)

obtuse hearth
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3D can be harder for sure

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the general concepts are the same though

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what do you have trouble understanding?

left hazel
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how do I get rid of the blue outline?

obtuse hearth
left hazel
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oh okay

obtuse hearth
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or a blender discord

left hazel
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im not animating this

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just sayin

obtuse hearth
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my mistake

left hazel
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do you know it though?

obtuse hearth
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nah I don't use blender, that's why I would suggest a blender discord.

left hazel
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kk

upper meteor
obtuse hearth
upper meteor
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Okay

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What would you use to make the models?

silver owl
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this is what my player looks like

echo ivy
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Hey guys,
Is it possible to add some parts of a model to another model in unity ?

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I'm doing it but after trying to create prefab of that object all of them are disappeared.

craggy bane
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but its easier with rig

novel bay
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is someone having problems with alt space builder now ? My builder is not working at all !!

novel bay
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ok. now I have this message in the console, what does it means :

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InvalidOperationExeption: destroying a game object inside a prefab instance is not allowed.

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thank you.

glacial vector
lost sphinx
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Hi, I hope you can help me with a little beginner problem. I've downloaded some free materials and wanted to apply them, but as you can see it doesn't really look like it should. Any idea why?

lost sphinx
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Ok, something I found out already: It works if I just put the material on a default 3d cube, but it doesn't work if I put it on the tiles from the prototype package I use.

wary kite
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are those all individual tiles?

lost sphinx
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Yes

wary kite
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jesus

lost sphinx
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Jesus had nothing to do with that!

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This is only part of an one week department event we have, coming up with innovative ideas. So some of us decided to try to exchange the web frontend of our business application with a frontend made in unity. So nothing that really will ever see the day of light.

civic mesa
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Messed up UV on the prototype tile?

lost sphinx
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How could I check that?

wary kite
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you'd have to open the model in blender or something like that and check the UV map, im not sure if you can do it inside unity

civic mesa
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also why it's using some legacy shaders?

lost sphinx
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No idea, that was preselected after the import. Guess I just discard the idea of using those materials

harsh fjord
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changing my imported model to legacy removes the entire model im for real WHAt

frail thistle
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Sorry. Didn't work with 3D.

lyric nymph
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I realize this is more of a materials question but there isn't a channel for that - does anyone know the proper setup for going from Substance Designer to Unity without using the buggy substance plugin?

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As in, how should I export my textures? Currently things are looking very different between the substance player preview and the material in unity

toxic kindle
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Hello, I'm wondering if ProBuilder is a useful tool for quickly creating prototype props or is it more for prototyping scenes and terrains?

maiden tangle
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@toxic kindle In general it's used for scene layouts, have not seen it used as a terrain

quick knot
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Hey, Im a newbie at Unity and C#, but wanted to have a camera look only forward, left and right. How would I make this possible?

maiden tangle
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Get horizontal input from player and change cam rotation @quick knot

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if you know how to A get input from player and B reference an object or component in the scene, and C change a transform rotation thats all you need

coarse tinsel
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Anyone that has experience with Megascans and the Bridge plugin that has a fix for importing throwing warnings and the imported assets defaulting to internalErrorShaders?

high mortar
leaden wadi
leaden wadi
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@high mortar looks like you need to set the reference to the rigidbody. You created a variable for it, but never actually set it.

high mortar
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Thx @leaden wadi

high mortar
maiden tangle
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@high mortar vector2 does not have 3 axis right so

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you passing xyz does not work here

high mortar
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so what do i put

maiden tangle
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lose the z or x I believe, I dont work in 2d (this is a 3d general, for models not code) but I would imagine its one of those two

high mortar
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oh sorry

frosty juniper
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Hey, I'm extremely new to literally everything to do with unity but I have a rather ambitious project in mind I'd like to do. I want to create an interactive flower with proper rigging to allow for responsive movement akin to the ripples in water. ( Later on in the code I would like clicking on different petals to activate different code. {Think each petal would be mapped to a different note})
I know this is ambitious and I want to do it right so any help is appreciated.

What programs are best used to make models that can easily be imported into unity?
Is the rigging done in other programs or in unity itself?
How can I make it so that each petal activates separately/ create different interactable areas?
What is the best way to make effects like particles and lighting? (which would be easiest to implement for a beginner)?
Are there any specific videos or resources you'd like to share with useful tips on general tool usage for easier modeling and rigging?
Anything you'd like to tell me at all?

I am pingable and very aware that I might be doing something rather complicated but I'm willing to learn. Most of my background is in programming and 2D art so this will be a big learning experience for me. All help is appreciated.

maiden tangle
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@frosty juniper
A: Free and most popular: Blender. It is done outside unity.
B: This is too vague. (activates? interactable? areas?)
C: Unity comes with a particle system, plenty of youtube tutorials.

You would be surprised how small scale and doable this really is, when compared to most newcomers planning on making an MMO with millions of players as their first game.

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If you need code help for the interactable areas / clicking on petals w/e stop by #πŸ’»β”ƒcode-beginner / #archived-code-general
Though I would highly suggest if doing so you remember these channels are for figuring out problems you are already yourself actively trying to work through, many forget people can't just write scripts out for free

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biggest thing though is definitely google, put your issue + unity in and it'll come up with loads of people doing things similar and usually an answer that solves it below.

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as for rigging the petals that's all done in blender, blender + rigging beginners tutorial will help. πŸ™‚

lunar wagon
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hello

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i need help with animations

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i want my animation to happen once at the start of the game

turbid sapphire
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how to make plane dont invisible when looked from the down?
i had this grass model that i make but when i export it to unity when i looked at the model from other side it become invisible

open barn
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In order to use Subtance Designer materials in Unity, we need to add a plugin to Unity. Do you think this is a good idea for game projects?

frosty juniper
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Thank you so much sleeper, that’s really helpful! ❀️

gloomy hornet
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@turbid sapphire u could go back in blender and add a modifier called solidify and then apply it

sacred vector
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hey I want to export this blender file into unity but the grass texture wont come with it

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what format do i export it as

gloomy hornet
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it should be fbx

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but is grass made from a plane?

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i mean how did u do the grass?

sacred vector
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with hair

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I tried as an fbx and the hair didnt appear in unity

sick raptor
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what 3D extension does unity use?

gloomy hornet
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@sacred vector try sending your blend file here so I can see how u did it

glass topaz
eager mist
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I wanted to make an First person Charakter Contoller by myself and tried the ones from the asset store,but none of them worked properly so I wanted to ask if someone could help me with that

green nimbus
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how do i make the curve object appear

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that is all i need

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i beg of thee

fluid oak
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@sacred vector unity doesn't use blender hair.

sacred vector
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ok @fluid oak I just made my own grass

frosty juniper
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I manually tried to place the petals so they looked more organic and didn't clip into one another

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now time to die trying to learn rigging and the like

fluid oak
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@frosty juniper neat! Maybe look up 'spiral phyllotaxis' for good references?

thorny pumice
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guys I have like the .blend files in my project, but when I double click it says blender not found, how do I put in the path to blender in unity?

turbid sapphire
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Why do u put .blend file in unty project file?

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Any context?

gloomy hornet
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@thorny pumice U shouldn’t have a .blend file in unity. U have to export it form blender as an fbx. To do it u have to be in blender click file>export>fbx and then save it in the assets folder of your unity project

thorny pumice
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alright so i did gave very less info here but problem is solved

gloomy hornet
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Ah ok

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Better like this

thorny pumice
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the problem was that the .blend files in the models folder of the assets was there, but blender was not in path

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so i added it and reimported

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and voila

gloomy hornet
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Ah i got now lol

night girder
mighty hound
scarlet kayak
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Cool

dire ermine
crimson flint
elder crow
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hihi! I added custom hair to my character in Unity, added dynamic bones n all but now whenever i export it and use it in either 3tene or vseeface the hair doesn't move like it does in unity, anyone knows how to fix that? ^^

sick raptor
night socket
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@crimson flint you seem to be selecting an empty

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not an actual object with geometry that can be modified

gentle hornet
mighty hound
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@gentle hornet flat planes will have transparent backfaces . so maybe look for an option to toggle backface culling. or add a little thickness to your models walls and make sure the normals are facing properly

gentle hornet
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ok thanks

naive turtle
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What would you say the size of the sentery bot in fallout is?

dire ermine
dire ermine
open barn
eager mist
serene hedge
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how can i make a sphere with lots of vertices

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compared to the default unity sphere that doesnt have many

glacial vector
naive turtle
fervent talon
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nub?

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u better than me

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lol

blazing cypress
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hey i have a .blend file in my assets how can i import it into the editor?
it isnt letting me drag and drop

open barn
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@naive turtle

thorny pumice
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also, can you like see the prview of ur model with .blend file

eager mist
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hey i need help.
I got a model of mikasa from attack on titan (Free license)
But when i extract the .blend it seems to glitch out and does this

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That is what it looks like in blender ^

pale herald
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@eager mist enabling "preserve hierarchy" the the asset import in unity solved some weird errors for me. Maybe give it a try if you haven't

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otherwise it might work better if you export it as FBX instead of using the .blend

eager mist
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Seems like Blender 2.91 rigify stopped working correctly wrt. to bone mapping. Head fails consistently on import to Unity. Anyone experienced this and know of a fix?

fervent talon
maiden tangle
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I'd youtube it

fervent talon
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i did

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lol

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actually

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i didnt

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but i rigged it

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and by rigged it i mean rigify

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then i made a rigidbody

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then a ragdoll

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and nothin

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'-'

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ok i found the error

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the collision is beeing a ragdoll but the mesh/skin isnt

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but idk how to fix it

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help plz?

maiden tangle
dire ermine
worn quail
#

anyone know how i can make a zipline for my 3d game?

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im a little stuck

brisk badger
#

Really needing some help with lighting and shadows. I have a model that is a plank of wood and is smooth edged, nothing jagged. The shadow casted however is very jagged when up close.

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This actually might be a lighting channel thing but not sure since it is happening only with my assets

pseudo coyote
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Lower the shadow distance in the quality settings for the light

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Look up "Jagged shadows unity"

sweet kite
#

This might be a real basic question, but what would be the best approach to modeling out buildings? Should it be just one .obj file modeled out in blender or do I need to make separate objects for each piece of the building that would have a different texture?

stoic terrace
#

Heyo! making something in blender and was wondering if I need to make sure of anything in terms of how it looks when rendering? Or will all the lighting be taken care of by the environment its put in?

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thus making render mode in blender more of a test mode for unity?

vestal hazel
finite wave
#

Wow, that looks dope

vestal hazel
eager mist
sterile lagoon
#

cycles?

cerulean pilot
serene hedge
#

is there smoewhere to get assets apart from unity store

upbeat trench
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yeah tons of places

frail flame
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Hi

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They display a mouth on my character

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But when I import it into unity with fbx, the mouth isnt there

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Its just all gold

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How would I apply the mouth in unity

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Oy someone help me please

misty rover
#

I'm sadly a beginner. ^^'
Can someone explain me how to center the selection cube of a group? Like when I select a group the position that is the location is off instead of in center.

maiden tangle
cloud latch
frail flame
#

I fixed it already

maiden tangle
keen tartan
#

Hello! I have a question about sizing. Im looking to build/modify some 3D models to fit a specific size in unity for a building game on a grid.
I'd like to build in 10 "unit" intervals. Im not 100% sure what to lookup to try and convert blender "units" to unity "units" for modeling. I know this is a very basic thing, Im just lacking the vocabulary.
Does anyone understand what Im asking & know what I should be looking up?

maiden tangle
#

@keen tartan Blender and Unity units are 1:1 apart from the default Blender cube, which takes 2 grids if you look at it in orthographic camera mode (Keypad 5). That also means 1 grid = 1 meter in Blender thus in Unity

googling "blender units to unity" came up with that, you were not off

keen tartan
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Ah tyty I guess I had some of the lingo down.

rapid echo
rigid pelican
lyric nymph
# stoic terrace Heyo! making something in blender and was wondering if I need to make sure of an...

Late reply but I find using Eevee as a renderer as opposed to Cycles is more representative of working in Unity. Inverting your smoothness maps for blender's roughness is also necessary. It's not gonna be 1:1 but eevee isn't terribly far from Unity in terms of how the asset is being rendered. Lighting between blender and unity don't really have any parallel but if you're using lux values it'll probably be pretty close

solid heron
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Is it possible to just change the Mesh in Skinned Mesh Renderer to replace the character? I tried replacing mixamo to mixamo human characters but it doesn't go well.

frail flame
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Uh I need help, this should explain everything

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The shirt is on the rigged character but doesnt move separately

frail flame
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Someone help?

solar bay
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@frail flame I think ask in general unity. No one is giving concentration here. And I don't know answer

frail flame
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I want to make it equippable

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Ok

eager mist
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Hello everyone, I've finally just gotten into Photogrammetry and I'm having a very hard time understanding texture quality. I've watched tons of videos on tips from professionals, etc and follow the steps. The model turns out fine, however, there's simply not enough albedo detail. For example, lets say I scan a rock (like the image I'm posting), it'll look perfectly fine if it's like 6mm in size. But if I want to crank it up to look like a boulder the quality of the albedo is horrendous. So without falling to the use of 16K Textures is there any tips you can give on how to get decent albedos? (this rock is a 4K texture). (with normal maps at 4K). Looks like total garbage.

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At a distance it doesn't look entirely bad. But just not enough detail for upclose.

rigid pelican
rigid pelican
eager mist
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I need help

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im trying to make particles but the colour of them wont change

keen tartan
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Im using unity's builtin 3d primitives (cubes) scaled to different sizes

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Im wondering the best way to get the textures/materials to tile correctly on each primitive instead of stretching

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The "Tiling" option in the material I've found to have 2 problems:
1 - It only allows for X/Y tiling (not Z)
2 - Its globally changing the material (instead of on the particular prefab/mesh Im working on)

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Im assuming Im just going about this wrong

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After looking into it for fast prototyping I think I want probuilder

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Otherwise I should model the things out myself in blender & create proper UV maps

hoary pawn
#

@keen tartan the uv map decides how the material stretches

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there are projection techniques you could use in a custom shader to get by without a uv map and instead use world coordinates

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but its likely not going to work well with your grid texture

keen tartan
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Yeah, I built that shader and it worked as well, but it seemed REALLY heavy handed and didn't really support everything I was using on the std shader.

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Yeah, the UV map seems like the Right solution overall. Im kinda surprised unity primitives don't tile their UV maps vs stretching!

hoary pawn
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unity "primitives" are just sample meshes, they're not procedural at all

keen tartan
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Yeah, im trying to use builder pro, but its a bit of a pain :/

hoary pawn
#

what you want are probuilder primitives

#

you could use the fbx exporter package and work in maya/max on scenes linked with unity

keen tartan
#

I am using blender atm #free πŸ˜›

#

But yeah, I could also build it there & export. Im not a modeler at all so Im looking to do super low lift to get something on a scene & find friends that want to pickup where I lack! πŸ˜„

#

Ty for the advice it is SUPER useful

hoary pawn
#

since unity can't handle importing/exporting righthanded coordinate systems and blender cant export lefthanded, working on linked scenes is a major pain

keen tartan
#

Yeah, The blender experimental transform on export has worked decently!

hoary pawn
#

applying on export is not a good idea, it wrecks your hierarchies

#

and you can't roundtrip through unity that way

keen tartan
#

TIL!

#

Tyty

eager mist
#

I need help
im trying to make particles but the colour of them wont change

hearty sluice
minor sparrow
#

Detailing is ALMOST done, been working on this on and off for more then a month now πŸ˜‚

coarse sphinx
mighty sundial
#

hi does anybody know if theres an artpack on the assetstore available like this.

worn quail
#

its not very good and i followed a tutorial to make it, but im proud that i could do it

maiden tangle
#

Looks clean and a great foundation well done πŸ‘

modern badge
worn quail
#

thanks!

maiden tangle
#

I'm terrible with topo, but it seems like that's the flow he's going for

modern badge
#

Follow my reply--I was talking to JGM not Lobster

maiden tangle
#

ah my bad

maiden tangle
mighty sundial
#

@maiden tangle yeah thats fine im looking for an asset like that where the face has some level of articulation or if the exact asset is on the asset store. I also dont know what keywords to use to search for something like this

maiden tangle
#

I doubt you would find it on the unity asset store as it's such a niche thing @mighty sundial
I would search "realistic mouth model mesh"

#

*on google

mighty sundial
#

@maiden tangle I'll try that thank you

small monolith
#

I have a problem where the skinned mesh of a model is not changing when I move the bones. do you have a way to fix this?

shut juniper
dire ermine
#

Something I mad dor Christmas scene πŸ™‚

minor sparrow
eager mist
rose ember
shut juniper
#

did you mess with the rig after you put it in?

#

Basically it's saying the bones are out of place from where the animation was

rose ember
#

no I didn't do anything to the rig after importing it

shut juniper
#

Is your rig supposed to be in tpose? Or is he supposed to be just standing there normal

rose ember
#

that's previewing the idle animation

#

if you go into edit mode with the mesh selected, you'll see that it's in an A-Pose

shut juniper
#

I don't use blender that much, I use maya lol but I'll still check it out

rose ember
#

for some reason it's always previewing the last animation I had selected

shut juniper
#

have you tried making all your animations into one long frame?

rose ember
#

no

shut juniper
#

That's what I usually do for animations anyways

#

I have it all in the same model and then at the end of each animation I just typically have it go back to default pose, then you can separate the specific frames in the animation editor and set what animation is for x through x frames

rose ember
#

ok

#

would that help fix the problem with the bones and the configuration mismatch?

shut juniper
#

It might

#

Are you by chance using mixamo?

#

@rose ember

rose ember
#

no

#

here's my workflow

#

I made the model in Blender

#

then I used Rigify to make a humanoid rig

#

then I used Rigify to Unity to make it work with Unity

#

then I made the animations

#

then I exported into Unity

#

I used these export settings

shut juniper
#

Wait so you made the animations in unity or blender?

rose ember
#

Blender

shut juniper
#

Why don't you just rig it yourself?

#

I'm not really familiar with rigify unfortunately

rose ember
#

because I heard rigify was good and it seemed pretty good

#

basically all it does is generate rigs for things

#

like there's an animal rig, humanoid rig, etc.

#

I used the basic humanoid rig that doesn't include eyes, fingers, etc.

shut juniper
#

Do the bone names in blender match what it shows in unity?

rose ember
#

that's a good question I'll check

#

I would seem to think so because I've used Rigify before and never had this problem

#

yeah I'm pretty sure the names are the same

shut juniper
#

I'm out of options lol

crude agate
#

I really need some help so the issue is I wrote If ( Input.Getkey("d") )
{ rb.AddForce(0, 0, 30*Time.deltaTime);
}
//And and error came('Input' does not contain a defination for 'Getkey').
What to do?????

crude agate
#

@everyone

#

HELP

small monolith
rose ember
#

@crude agate you didn't capitalize Key

crude agate
#

Oh

#

Let me see

steep dragon
#

who @'d me

crude agate
#

ok

rose ember
#

sorry public gameobject death I was trying to @ Putin but accidentally did you instead

tiny cedar
#

Hi everyone! If anyone's interested on working on an FPS in Unity, dm me! We are modifying the existing Unity FPS template, so if anyone with 3D art and animation skills is interested in working on it, let me know! We're working on this for a game jam, ProcJam 2020. It's a procedural generation jam, so if you want to incorporate something procedural into the art / the tools for the art that'd be awesome too!

rose ember
#

new question: for some reason my player's mesh is offset from the skeleton in Unity. This is not happening in Blender at all.

#

see how everything on the skeleton (the spheres) looks right but the player himself is offset very weirdly

nocturne stirrup
#

Can someone help me with my URP material? I downloaded a Concrete material from CC0 textures and have everything I need. URP won't let me use a Displacement map and make it higher quality

open barn
#

Modeling By Blender

final granite
#

It feels like you're missing cockpit, might be just me

crimson flint
#

Should I just buy AAA weapons and arms instead of making them because I really don't want to make them

raven tide
#

if you have the money, sure

light otter
silent minnow
broken flame
cerulean pilot
fresh minnow
#

That is a sick sword

marsh stump
#

what tools do u people use to do a 3d model with a texture with it

mighty hound
#

I use blender and substance painter @marsh stump

mighty hound
raven tide
#

very nice

marsh stump
#

nice

mighty hound
maiden tangle
#

It is pretty amazing!

#

I can only imagine what else you could do with environmental wear

#

dust dirt grime and whatnot

shut juniper
#

substance painter makes everything easier

mighty sundial
#

@eager mist thanks for the offer man but I found one off the asset store with all the facial animation stuff.

mighty hound
#

also did this with substance....... tho it was one of my first substance textures.

#

stylized cliff side

#

and ive only used the program a few times. its crazy what someone with some skill can do

maiden tangle
#

Then throw in substance designer for custom materials and it can get pretty wild

zenith hill
#

da scull

#

wip

#

I should do the retopology but feel too lazy to do this rn

pale spindle
#

WHat is the recommended amount of vertices for ps4/xbox one consoles?

#

i mean, the new ps5 is supposed to do gears 5 on 60fps+ and i imagine that game having an average of at least a million+ vertices each frame

raven tide
#

I think Nathan Drake was around 500k poly's

pale spindle
#

Ok, it sure takes a powerful computer to work with this high poly count as well lol

raven tide
#

It may be 200k actually, trying to find the article

pale spindle
#

I have i7 with nvidia rtx2060 and blender uses at least 3-5 minutes to reduce 800k to 300k poly

#

cool

raven tide
#

good video on his dev, might have some insight

#

200k would be more than enough for a hi-poly character though, the rest would be shading

#

could even go 120k

pale spindle
#

Nice! thanks for insights, i think i might go with something around 100k

tired glen
#

I have this model in blender with textures, but when I import it to unity it imports with no visible textures, any fixes?

eager mist
#

save it a seprate texture then import it on the mesh.

smoky owl
#

@obtuse oyster hey im having problems with unity's universal render pipeline

obtuse oyster
#

Please don't ping me into random questions

smoky owl
#

sorry but ive had this problem for a long itme

#

sorry

#

can we move this to there?

cobalt marlin
#

hello, how can i transfer exactly the same material from s.painter to unity and what should i do to see the same thing if my workflow is correct ?
"i don't use any render pipeline in unity, it is base one.(should i use ?)"

digital dust
#

Question is it possible in unity to scale a model to a specific height? Like I have a character and her height is 5'5" how might I go about making her that

glacial vector
#

You would model them at the correct scale @digital dust

#

The default units in unity are in meters, so it's easy enough to bring in a cube and set it to the height you want for reference

digital dust
#

It's not my model so I didn't model it just like to change the height

#

Unity uses xyz for scale how would you convert height to that?

raven tide
digital dust
#

Oh ok

digital dust
#

Cause 5 feet 5 inchesΒ = 1.651 metres and that's too big

glacial vector
#

It would depend on the size of the imported model. Use a cube with y scale set to 1.651 as reference

digital dust
#

Ok I did that

#

Thanks 1.2 seems to be my number

gilded geode
#

Hello there guys, more or less total beginner here - would this be the right place to search for some help importing something from blender into unity? I have a problem that is driving me crazy.

raven tide
gilded geode
#

I am trying to import a model i created in blender with booleans, since probuilder only causes stack overflow for me, but the option "generate colliders" doesn't do what I wanted.

digital dust
#

I actually have a another question I didn't have my cube on the ground anyone know the position for the ground so the cube is on the ground?

gilded geode
raven tide
#

looks like it still thinks the things you booleaned with are still there?

gilded geode
#

And the collision mesh generated actually is working even an other way ...
I'm fiddling around for two days already, but I cant seem to get it to work ...

gilded geode
glacial vector
#

You need to apply transforms before you export @gilded geode

#

Currently it's scaling the thing back to 1 on Y

digital dust
#

I know ground is 0 but for new cubes the y 0 position is in the middle

#

So it's not on the ground it's through it

gilded geode
#

@glacial vector Did that. Also tried with convex (in unity) checked and unchecked ... nothings seems to do what i want, but I guess there is a way I'm just missing (?)

raven tide
#

press w to go to the move tool, and hold V to and snap the gizmo to one of the verts on the bottom of the cube. Then you can move it so the bottom is where the ground is

#

OR, divide the height of the cube by 2, and raise the cube by that amount

#

you can actually type that in the inspector

#

so like if your cube is 1.6 metres high

#

translate it "1.6/2" in y

#

and it'll raise it .8

stuck karma
#

I'm doing the brackeys tutorial lol

digital dust
#

I actually tried 8 lol I just wanted to make sure it was right thanks for the help

raven tide
stuck karma
#

yeah lmfao not the most unattractive error to have

raven tide
#

defintely isn't an aspect ratio thing though

#

they wouldn't move around like that

stuck karma
#

okay, yeah they are actually physically moving in the editor too when I'm playing

raven tide
#

it looks like their scaling/parented to something weird

gilded geode
#

So, I apllied all transforms again (so scaling says 1), now it looks right, but there seems to be still collision where a hole should be ...

glacial vector
#

You need to have convex unchecked

gilded geode
#

Wow, you guys are awesome!
I struggled for two days with this, and you solved it in like 10 minutes!
Thank you very much!

glacial vector
#

It all comes with time

nocturne stirrup
#

Can someone help me tile my PBR shader based on the object's size?

#

Also so that the X, Y, and Z tile based on their independent and respective scales

viscid linden
#

Who here would like to tutor me in 30 mintues on the basics on unity and help me with some tips? Would highly appreciate the help.

sullen plank
viscid linden
#

@sullen plank I have watched a lot of tutorials over the last 5 days, and I'm just exploring my options and trying to learn more and new things. Only problem is, I am a hands - on learner with the asking questions approach.

sullen plank
#

@viscid linden "Hands on" means using your own "hands" to figure out stuff, not somebody else's. Learning from online materials is a most important skill programmer must have. And courses are a great shortcut to that.

#

You are welcome to ask questions if you find something you need help with in tutorial/courses.

viscid linden
#

@sullen plank Me having someone spectate me and telling me what to do while I did what he/she said, would be hands - on.

#

But thanks ! I appreciate the help

sullen plank
#

Not the purpose of this community. And personal tutor's time is valuable and costs money.

eager mist
#

What should i do if static batching and gpu instancing dont fit my project?

Static nope cus planets r moving

Instancing nope cus planet meshes r different, have different mats, AND planet treees buildings etc also mostly have unique mesh and mats

harsh steppe
#

I have an object in a scene (fbx) that just wont light bake. It is set to static, and I tried removing it and reimporting it. Any ideas what could stop an object from baking?

pale spindle
#

in blender, when modeling and using mirror modifier, i get this extra edges that have no vertices (if thats understandable), is this something new in blender?

#

Ive never seen this before

pale spindle
#

Its like blender leaves a ghost of my previous mesh when i edit the mesh

#

So they do have vertices, but they dont reflect changes on the right side which they should since im using the mirror modifier (x axis), so whats this about?

amber walrus
#

@pale spindle Did you figure it out?

#

Afaik the mirrored geometry shouldn't be selectable. Odds are you have geometry on the both sides of the axis.

pale spindle
#

Thats what it seems like, i dont think its the configuration for blender either since i managed to produced the same results from 2 different computers

#

Seems like a new feature in blender because ive never had this in previous versions

amber walrus
#

Are you splitting the mesh and deleting the other half before mirroring?

pale spindle
#

@amber walrus No, i never had to do this before. i just simply mirrored it and started modeling and it worked

amber walrus
#

Sure about that? 🀨

#

I've always done the split and yeet. πŸ˜„

pale spindle
#

You see it leaves the original vertice on the left and at the same time change the new

amber walrus
#

Yea afaik it's not supposed to destroy your own geometry

pale spindle
#

Lol eloborate, im quite a noob when it comes to blender or 3D modeling in general

#

"split and yeet", how does this work?

amber walrus
#

Well you already have the split. Select everything on the mirrored side and delete.

pale spindle
#

You mean i should select the vertice on the left and delete it?

amber walrus
#

Yes

pale spindle
#

Lol that worked, but i never had to do this before??

#

Seems like unnecessary overhead

amber walrus
#

There might be clever use cases for not enforcing that

pale spindle
#

You mean its possible to avoid blender leaving the original vertice behind?

amber walrus
#

@pale spindle I meant that there might be use cases where not automatically destroying the vertices is useful.

pale spindle
#

oh i see, well i can work around it so no problem

#

thanks for the tip

pale spindle
#

just ask the question

subtle vortex
#

how can I create a skinned mesh? Is it in external 3D programs or in Unity? My Google Fu has failed me

raven tide
#

like a rig?

subtle vortex
#

yes, so that I can use the Skinned Mesh Renderer so that the item deforms accordingly with the animation

#

I already have a rigged character that I created in Character Creator 3, what is the next step?

raven tide
#

should just come in skinned and deform with the model

subtle vortex
#

what should?

#

the item was created separately

#

how do I make it deform to fit my rigged character?

thorny silo
#

https://skfb.ly/6WZGn

https://skfb.ly/6XpnV

Made some low poly models

#

Any cc?

brisk trellis
#

wuts cc?

zinc quail
#

Is there a way to control the transparency/alpha of a detail map in the editor?

thorny silo
eager mist
#

rendertexture.Create failed: 3D textures with depth are not supported

#

i get this error when i try to apply a render texture to this

cobalt sierra
#

Anyone know why this happens in the clip? When i test played my game a bit i realised that when i spam change weapons the animations get very weird and the gun is in my face.

fluid oak
#

@eager mist either set it to be a 2d texture or disable depth

#

@cobalt sierra are the arms on a separate layer from locomotion? Is root motion disabled?

tardy gate
#

Hello, I'm having an issue with the hierarchy in unity 2018.4.20f where if I add an object to say the hand bone, all other bones in the arm move in reference to the object.

#

Here I'm rotating the arm bone yet it's rotation point is the object

steel geode
#

how do i fix this in belder, it imports into unity just fine

hard kelp
#

Hey how do I remove a bone from a rig? Do I have to go into blender to do that?

#

I'm just trying to remove the "global" bone (and make the position bone the top bone), or at least put it into an irrelevant spot in the hierarchy.

light otter
clear eagle
#

I have a question

#

I was trying to render an ender chest but when I put in the texture, this happened. Can someone tell me why?

#

'tis very blurry

#

I was expecting it to look more like this

glacial vector
#

Disable mipmapping on the texture in its import settings

clear eagle
#

why is my texture grayed out

#

(HDRP)

subtle vortex
solar bay
#

@vale echo Invoke("FunctionName", 2f);

#

want to freeze game? @vale echo

#

ohk

#

is invoke not working @vale echo

#

oh ya use IEnumerator

#

@vale echo

#

@vale echo inside function name use your function

#

let me tell

#

make a function

#

and put stamina -= in that function

#

or anything you want to wait

#

yea

#

then write Invoke("FunctionName", time); and in function name use your function name

#

yes

#

u can use 0.2f, 2f or anything

#

@vale echo you are understanding wrong

#

I am writing some code just wait (for you)

#

but don't forget to write your class name

#

after public class

#

worked? @vale echo

#

okk

#

okk

#

but add in function

#

lol

glacial vector
#

Please move this to a code channel

solar bay
#

ok

sacred halo
fervent talon
low arrow
feral bay
#

Cool

final granite
raven tide
#

hmm

raven tide
final granite
#

how do i change it?

raven tide
#

where did you export it from

final granite
#

i took this .max file from my brother, he has some homework and thought I could help since i'm experienced with blender

raven tide
#

are you trying to render with max?

#

or unity

final granite
#

max

#

the assignment is to do lens flare effect shining from light bulb

raven tide
#

do you have photoshop or gimp?

#

or any other photo editing software

final granite
#

yes

raven tide
#

ok load it in there, and save it out as an 8 bit map

#

instead of 32

#

see if that fixes it

#

bit of a shot in the dark tbh I'm not super familiar with 3ds max lens effects, but that error usually means it wants a different bit depth

#

although are you rendering with vray?

final granite
#

no, arnold

raven tide
#

ah

final granite
#

im on trial version, i literally downloaded it 2 days ago to help him out, it's very uncooperative when compared to blender

raven tide
#

yeah 3ds max is like a child movie star

#

used to be really popular, now nobody wants it and when it does work its for specific things

#

still popular in archviz though from what I hear

final granite
#

i did depth of field work in blender, cuz i can't bother with max

raven tide
#

but yeah, apparently the lens effects in 3ds max are limited to 8-16bit tiff or png format

final granite
#

yeah i've read that too, but i'm not sure what am i supposed to change to png

#

i've been looking plenty of youtube tutorials and they all do it seamlessly, and without hiccups πŸ˜„

raven tide
#

there should be an image plugged into the lens section of the camera or something

#

whever you plug in lens effects lol

final granite
#

resolved by changing the renderer and just frick it

floral pendant
brave cloak
#

@floral pendant that looks very good! did you model them yourself? how did you get those textures?

#

considering it's this good already, i can't imagine how good the finished one will look, good job!

floral pendant
#

@brave cloak Thank you and yeah everything is created from scratch,i modelled them,textured them

#

i textured them in substance painter

brave cloak
#

aw, sweet!

#

how good is substance painter compared to something basic like GIMP?

gilded geode
#

Hey again people!
I'm back with a problem πŸ˜…
This screenshot is from a model I made in blender, problem is, when I import it into Unity and put a tag on it, not every part of the model seems to get the tag assigned. To be more specific, the "ground" seems to work fine, while the "walls" seem to not have the tag. There is a ball rolling around, and I'm checking for collision with

void OnCollisionEnter(Collision collisionInfo)

and then

    if (collisionInfo.collider.tag == "wall")

(the wall tag is applied to the whole model, since it doesnt matter in this case, just checking to play a sound on collision)

It does work though, if I don't join all objects in blender and assign the tag "wall" to every seperate piece of the model in Unity, but this is rather tedious and doesn't seem to be intended.

Any Ideas that might help me?

brave cloak
#

can you take a screenshot of the model in edit mode?

#

with everything selected (press a until everything turns orange)

floral pendant
brave cloak
#

i've heard it's powerful, i'm kinda doubting it's powerful enough for my beginner ass projects tho :p

gilded geode
#

Just had an idea, and tested it:
I added a Debug.Log to get a message in the console, whenever any collision happens, and theres nothing on the walls, so it seems not absolutely to be the lack of tag, but that it doesn't detect the collision (?)

floral pendant
brave cloak
#

oh yes, i think i know what might be the issue...

#

@gilded geode what collider do you use?

#

on something like that, the collision stuff in unity might be fucky

#

as in it's definitely fixable, i've just been personally trying to avoid having to do it myself :p

gilded geode
brave cloak
#

scawy

#

and yea, i'm not sure how you'd add proper collision to the holes and stuff like that, but by default your model will have either no collision, or extremely fucked up collision

gilded geode
#

@brave cloak I used the mesh collider, since (if I'm not mistaken) that's for having the collision generated based on the model(?)

brave cloak
#

here's a model i've made (extremely wip, so looks like trash)

#

but i'll use it as an example

#

that green line there, that's the collision

#

here's "better" lighting

#

as you can see, it's only covering the outside of it

#

if i go inside it

#

there's absolutely nothing

#

so i'd imagine your collider is at most a wall shape

#

one way would be to separate each little piece into its own mesh, and add a box collider for every one

#

but that seems very inefficient, and probably wouldn't work well for the holes

#

yea actually, i feel like doing some google search scavenging for help, since this issue is something i'm dealing with too

gilded geode
#

The holes work surprisingly well ... It seems like some very strange error since:

brave cloak
#

oh? could you show me?

gilded geode
#

If I understand correctly, this is the mesh unity generates as collider, and it looks okay.
Also the "walls" ARE there, I can't just go through them or smth like that, it's just It can't detect the collision in the script ...

brave cloak
#

...oh fuck

#

i just realised i'm a fucking idiot

#

so for some reason, unity has never shown me the mesh collider's collision stuff without the "convex" checkbox

#

turns out complicated shapes with holes DO work, i just have to disable that (even tho it's disabled by default)

#

..sometimes you just have a smooth brain sunday... no, tuesday.

#

also, question

#

how many individual objects are there?

#

in the model

gilded geode
#

Yeah, I had the same experience πŸ˜…

brave cloak
#

are all those walls their own objects, or are they part of a single mesh?

glacial vector
#

Note that physics only work with non-convex mesh colliders if they are static

gilded geode
#

That differs based on my "process"
In blender, i used a piece of wall, duplicate it, place it and so on.
If I then just import it, unity shows me all the seperate parts (every wall on its own as a child of the prefab), and I can assign the tag, and it seems to work.
However, when I join all the objects in blender, and then import (to not have to assign the tag to individual objects in unity), it doesn't seem to work ...

brave cloak
#

@glacial vector thanks for pointing that out! that makes sense, since most of the time simple colliders would work for moving stuff.

#

However, when I join all the objects in blender

#

your topology might be fucked

gilded geode
glacial vector
#

And they are way heavier to calculate as well

brave cloak
#

yup, that's what i meant

#

basically no need to be literally 100% perfect, for a coffee cup that you can punch/shoot or a human you can.. u know, i can't imagine a situation where a concave mesh is needed

gilded geode
#

The strange thing is that the collisions do actually work as intended, only that I can't detect them in the script.

brave cloak
#

ohh, okay... huh.

#

w8, just realised

#

the object isn't static

#

maybe The Unity Spaghettiβ„’ doesn't approve of that?

gilded geode
#

I mean, I could do a workaround, sure. That'd be either export it without joining the objects in blender, or I could add colliders in unity, but the latter one seems really stupid, and also the first option doesn't really seem nice to me ...

brave cloak
#

the first option is the best one i could think of

#

i doubt it would screw anything up

gilded geode
brave cloak
#

please copypaste it

#

i can read that fine, but sometimes i'm on my phone, and reading screenshots is pain

gilded geode
#

umm ... can't paste it here, might a textfile help you?

brave cloak
#

hm? why not?

#

just paste the portion you screencapped!

gilded geode
#

Whenever I paste it, discord instantly deletes my message πŸ˜…

#

I'd guess for security reasons?

brave cloak
#

aw..

#

check the object's tags again.

gilded geode
#

checked again, it's "wall" (all lowercase like in the script), and still works on the ground, but not on the walls

brave cloak
#

uhh, sorry, i'm out of ideas, i'm too stupid.

glacial vector
sullen plank
#

@gilded geode How to post blocks of code without triggering the spam protection is pinned in the #πŸ’»β”ƒcode-beginner on top. This is 3d art channel as well. You should repost your question there. But you need to debug what you are colliding with in the first place.

gilded geode
#

Just for those interested in the solution:
I'm stupid πŸ˜…
Of course it doesn't work to detect with "onCollisionEnter" since the ball is already rolling on the ground, and thus doesn't enter a "new" collision, when it touches the wall, so I have to have seperate objects, or to be more specific, at least one seperate object for the ground.

fervent talon
#

is there a way to make 3d text turn into a button?

brave cloak
#

@fervent talon i'd imagine you could use raycasts, or just use a button component in the 3d text

fervent talon
brave cloak
#

then maybe you could raycast from the camera to wherever the cursor is?

fervent talon
#

i dont know raycasting =/

brave cloak
#

then this is an opportunity to learn!

fervent talon
#

i want to when the player press play, instead of disappearing, the play button slide across the scene with the camera, that will look back where have the singleplayer and multiplayer button

lyric nymph
#

I've got a question. If I'm doing a scene with realtime dynamic lighting for a day/night cycle with HDRP, is it better for reused assets (like a fence segment or a support girder) to be combined as one grouped mesh and UV unwrapped together, or should I keep the assets separate (ie, have one asset for the fence, uv unwrapped and textured, and duplicate the fence as needed inside Unity?)

#

My concern is efficient lightmap UVs. Is there a significant performance hit (or resolution hit to lightmaps) if I use one technique over the other? I don't know which is standard practice. I know grouped meshes will be culled together but that's the extent of information I've been able to find on the subject

lyric trail
#

creddits

steel geode
#

am i allowed to use book of the dead assets in my project? why are the trees and foliage invisible when i build my game

subtle fjord
#

anyone know why my code doesnt work?

#

wait a sec

#

public class Movement : MonoBehaviour
{
    public Rigidbody rb;
    public float forwardForce = 50f;
    public float sidewaysForce = 50f;

    void FixedUpdate()
    {
        if (Input.GetKey("d"))
        {
            rb.AddForce(sidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
        }

        if (Input.GetKey("a"))
        {
            rb.AddForce(-sidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
        }
        if (Input.GetKey("w"))
        {
            rb.AddForce(forwardForce * Time.deltaTime, ForceMode.VelocityChange, 0, 0);
        }

        if (Input.GetKey("s"))
        {
            rb.AddForce(-forwardForce * Time.deltaTime, ForceMode.VelocityChange, 0, 0);
        }
    }
}
#

gives an error

#

cannot convert from UnityEngine.ForceMode to "float"

subtle fjord
#

hello?

solar bay
#

why? @subtle fjord

subtle fjord
#

?

#

it doesnt work

#

just returns an error

#

cannot convert from UnityEngine.ForceMode to "float"

solar bay
#

you wrote 0,0,ForceMode.VelocityChange, 0, 0

#

what is this

#

I think you wanting ForceMode.VelocityChange

#

@subtle fjord

subtle fjord
#

i have that?

#

ohh

#

without the 0, 0?

solar bay
#

what you want

subtle fjord
#

i just want it to move forward and backwards

solar bay
#

because it took just 2 parameters

#

but you gave it too much

#

and with any brackets so if he know that you are calling function

subtle fjord
#

well the a and the d works

#

but not the s and the w

brave cloak
subtle fjord
#

did it there already

lyric trail
#

thats roblox :0

crude topaz
#

hi guys...im having this problem with this tree model.
as you can see the faces of the trunk that im facing disappear.
in blender they dont.
do you know what it might be?

#

that doesn''t happen with the green part

glacial vector
#

Your normals are inverted

crude topaz
#

sorry if i ask but im new to 3d , how can i fix it?

glacial vector
#

You can fix this by recalculating your normals in blender

#

It's under face settings I think

crude topaz
#

oh ok i'll check now , thank you :::)))

#

ok it workes

analog flame
#

Sorry If this Is off-topic, but there any possibility that y'alls from Blender can tell me how to turn off the aim assist? Thank you

digital dust
#

Possible to export model in unity to fbx?

analog flame
#

Nvm, sorry about that

#

It's not as annoying as I thought

#

lol

tired glen
#

I have my model in a .fbx format, but when I import it, it has no textures but when I change the element to Default-Line textures appear but missed up a bit?

bold condor
#

does anyone know why URP removes near shadows when the camera comes near them

south ruin
#

so fellas i got a quick question with some possibly long answers.
when making small buildings, is it better to join the separate objects and meshes, or leave them separated.

#

im working on a small 2 story log cabin, and trying to optimize as much as possible without loosing and of the old cabin feel if that makes sense. @ me if any one has an answer.

elfin sorrel
sly grove
#

Hey, people! I'm working on a game(I'm new to Unity) and I use Blender for 3D Modelling. When I add my Blender models into Unity, for some reason the textures are not brought along with it, or at least not working properly. Anybody know how I can fix this?

elfin sorrel
#

Try importing the textures separately, is there still a problem? Blender noob here, but I usually import my textures separately just as a matter of course

sly grove
#

I use image textures, would that still work?

elfin sorrel
#

Are they Texture2D (i.e. Default) or Sprite/UI

sly grove
#

I'm not sure, but the textures are all from the CC0 Textures.

elfin sorrel
#

try dragging them into a new folder, and then drag them onto the model. See if that works

sly grove
#

It doesn't seem to be.

#

Nope, got it working!

elfin sorrel
#

πŸ‘

sly grove
#

Thanks :)

#

I think, from now on, I'll do texturing in Unity.

elfin sorrel
#

you still need to at least unwrap your models and at least apply a test texture, and even more if you want separate material IDs

sly grove
#

Yeah, I guess.

sly grove
#

Hi, I guess I'm back here again. I'll probably be here a lot, since I'm pretty new to Unity.

I was wondering how I can make my own textures, preferably realistic ones.

honest wyvern
#

You can use things like Photoshop (or any other art program) for texturing, or Substance Painter if you want really good results.

lavish violet
#

I was wondering how I would insert a wedge (slope ) into unity?

karmic plume
#

So i want to make a simple map or training area for my game but i have 0 experience with building in unity and i want to try blender what should i do ? Use blender for map making or unity

glacial vector
#

If you wanna stick to unity you can use ProBuilder for some simple modeling @karmic plume. But anything you want more complex is gonna be easier to make in blender

sly grove
#

Welp, I don't have Photoshop or Substance Painter-- and plus, I'm not good at art.

elfin sorrel
#

You could try GIMP....it's free

#

@sly grove

sly grove
#

I guess, but I'm not good at art.

#

I'll try it.

#

Any tips?

elfin sorrel
#

I'm not good at 2D art, except in specific areas (mainly UI and stream overlays)

sly grove
#

Oh, thanks :)

lyric nymph
#

Substance Designer is imo a dream come true for making textures without an art background. Very time consuming but perfect if you want detailed, custom materials without ever drawing things yourself

#

The benefits are compounded when you're working with PBR materials and not just base color textures

sly grove
#

I guess, it would probably be better to get someone else to do textures for my game.

But the problem is, nobody likes me and I have no money.

lyric nymph
#

Buy the textures you need or use royalty free stuff

#

Make the rest of your game with placeholder textures / programmer art then hire for the remaining textures if your game seems to be worth the cost (ie, if you think there's a possiblity for a return on your investment)
Don't get caught up in the art when you can still make the rest of your game

sly grove
#

Okay.

gritty veldt
#

What's the best way to handle poofy comic/anime style hair like a mohawk or something?

glacial vector
#

+1 for substance designer

#

Mesh for silhouette/volume and hair cards for breaking it up @gritty veldt

gritty veldt
#

But that's just from the cursory googling I've done

glacial vector
#

It depends on the style. If you can get the shape you want with just a mesh then great

gritty veldt
#

I'm more asking about stuff like hair physics, like having a little bit of drag in response to motion

glacial vector
#

Oh, well that would be included in your rig

gritty veldt
#

Ahh gotcha

#

Do you know if that sort of thing is handled in blender or unity?

#

Like is it a bone constraint thing?

glacial vector
#

You could do either

worn quail
#

anyone up for some among us?

outer ravine
#

I wanna do some among us

worn quail
#

BMUMOF

#

thats the code

#

if you want to join

outer ravine
#

oki

errant shoal
#

"Be mom of"

rocky sky
#

Hey guys. I was wondering what the best method would be to render a water body across the entire level, without causing performance issues. Do I break up the water body into multiple plane meshes and load them progressively? Please note that this is for both Premium VR and Android platform (Quest).

Thanks for your help.

maiden tangle
#

I can't imagine you would want to do otherwise if your water is on a single level and your terrain tiles are not being loaded as a chunk- even if they were again, single plane > many planes I would imagine

tardy vapor
#

ok so i've just loaded up an old project and all of my .blend files have decided to not work, how would i point unity to my new blender install?

#

oop, just needed to set blender as the default for .blend files, oops!

dapper spoke
#

regarding models made in Maya using blendshapes, can I modify the blendshapes in Unity to say change their body proportions using code?

glacial vector
#

Yes, a Skinned Mesh Renderer will list all the blend shapes on your model @dapper spoke

dapper spoke
#

@uneven ledge thank you.

little crow
#

I have an image I want to place onto an object I made in blender, does anyone have a good guide for doing so?

maiden tangle
#

I would go with youtube

brave cloak
#

could you elaborate, what object?

#

but yea, uv unwrapping and applying the texture in blender should be enough

obsidian maple
#

Hello. I have an issue with a rig creation for an existing model.
When it creates a humanoid rig it comes out next way:

#

Feet are turned in wrong direction and thumbs are inside the hand.

#

That's a "Forced T Pose"

#

When trying to test the model in "Muscles & Settings" - torso, generally faces wrong direction.

#

How do I fix that?

obsidian maple
#

It says its only hips and and legs are not in a t pose

obsidian maple
#

Someone from CATS(Blender to VRChat module) told me what was error in this:
Bones are named wrong - Left is right and vice versa

mystic olive
#

What would be the best way to create stairs for unity, in blender

merry gulch
#

does anyone ahve an idea of how i would go about making an 3d orthographic platformer with sprites?

i am trying to do that but the layering is completely off and im not sure how to approach it

merry gulch
#

it needs to be 3d so that the player can jump on and from platforms and high places

#

i tried it in 2d a few months ago and it wasn't very good at all

mystic olive
#

what have you tried doing to set the layers

merry gulch
#

i tried changing the sorting order whenever the player stopped touching a platform (to 0) and whenever the player started touching a platform (to 3)

mystic olive
#

oh

#

are you sure that they are touching a platform, when you want it too?

merry gulch
#

well yeah the layer order is changing

mystic olive
#

ok

#

what are the sorting order of the crates?

merry gulch
#

the front face is 3, the top face is 4

mystic olive
#

alright. Wait, I think the issue is that the player is going through the back of the crate, and it is not the sorting order that is the issue.

merry gulch
#

hmm there is no back of the crate, the collider i put on the crate covers the entire fake cube

mystic olive
#

oh

pearl reef
#

Can maybe someone help me make a test game?

#

I can't code at all, but I know of Python and Java and C#

merry gulch
#

i dont think this is the right place/channel to ask for that stuff

pearl reef
#

Oh, sorry.

#

I can delete the message if you want.

mystic olive
#

or, ask someone in the correct channel

pearl reef
merry gulch
#

uhh can't do that, planning to have the player animated and i'm pretty sure that'd make me have to create a bunch of different meshes

#

unless i'm misinformed

pearl reef
#

Mhm.

#

You could make it into a 3D game and somehow code it that the sprite could be animated.

#

And put the textures on a cube.

#

And position the camera above the map.

#

But I'm stupid and can't code so don't take advice from me.

merry gulch
#

then why would you give me advice

pearl reef
#

o_o

#

...

#

alr goodluck you get with the game.

merry gulch
#

alright then

sand epoch
#

does anyone know why when i export a house from blender as fbx into unity, when i enter the house, the walls don't render from inside?

#

did i mess up a setting?

#

needed a double sided shader πŸ™‚

limber haven
#

it’s probably also caused by the fact that the walls have zero thickness or the normals are facing the wrong direction

rocky sky
maiden tangle
#

comes back to how big of a world it is yep

rocky sky
#

I've also been struggling to get physically accurate reflections on my water surface. Currently, while the reflections appear, they are greatly displaced. Does anyone know how to go about this? I'm building the scene for VR with a camera that moves constantly and I want to achieve it with static baked reflections as realtime/dynamic is performance intensive. I know it has something to do with the camera and probe position but beyond that I don't know how to go about it.
Anyone who's resolved this, please let me know. Thanks!

silver sparrow
#

Is it fine if I ask for rigging questions here?

#

hh its my first time using unity so i dunno if this is a rookie question

#

Im trying to follow a tutorial on importing a mmd model into vrchat

#

I tried to configure the model rig but im missing quite a few bones?

#

some also aren't in place

#

I can discard the clothes bones and stuff i dont think thatd show up

#

but i dunno why a leg bone is missing?

#

the clothes bone arent connected to the hip bone would that be why?

#

i dunno wtf I did but it worked aaa

#

How do I go about detatching this-

#

sorry for clogging up the chat

eager mist
#

what is this?

#

i dont wanna say this but your pfp looks depressing lol

silver sparrow
#

lmaoo its k that was cringy old art i never bothered to change

#

XDD idk if the questions im asking are easily solvable by just experimenting tho ive been at this for 5 hours lmaooo

#

I used the same old settings and everything the materials set to legacy shaders/transparant/vertexlit

solar bay
#

@silver sparrow in game view?

silver sparrow
#

Here?

solar bay
#

lol

#

u may see transparant in scene view

silver sparrow
#

ohh so its normal?

solar bay
#

i think u off skybox or solid color in camera

silver sparrow
#

This?

#

All I remember this one being different to the previus 3 trial documents were the background i think?

#

But then the one i tried before also had the model being weirdly transparant even though the background was the blue one

turbid sapphire
#

so i made a hand rig in blender, how do i import it to unity?

#

using ik

eager mist
#

Hello unity