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Here is a great answer from theodox on Stackoverflow. The easy way to do this is to add a custom attribute to an object in the Maya/Max scene and then use the Unity AssetPostprocessor to find the attribute and parse it's data. AssetPostprocessor has an OnPostprocessGameObjectWithUserProperties callback which will be fired for every ...


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You would need to write an asset post processor to tell Unity what you want to do with that data. Here is a link to the documentation :- AssetPostprocessor A script on how this can be implemented :) https://gist.github.com/darktable/2425709


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After another hour of researching and trying I finally solved the problem. As Shiro suspected it was not the rendering code that causes the problem. I tried it with models from which I know they worked for other projects and they were drawn just fine. So I began to search for issues with the lamp model itself. With the current Blender exporter, there is no ...


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I think I know what is wrong. It seems like some of faces in your model have one side. Try to open your model in blender, match three vertices that makes some triangle you cant see and use ctrl + N (in edit mode as far as I remember). It should flip your face, so it would be visible. When I had that that problem I did that with every single face, but there ...


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I'm not sure what causes this problem completely, but I think that some blender models are just plain not supported well in XNA and the FBX format. This has happened to me before, and my solution was to export the model as STL, upload it to here: https://netfabb.azurewebsites.net/ and import it back into blender and export as FBX. The only downside is that ...


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Looks like a export setting. Make sure the model is triangulated on export or prior. Also I assume your draw call is set to indices with individual triangles? Might be worth checking if you get TriangleStrips exported.



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