Questions tagged [asset-workflow]

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What are all the special naming conventions that Unity considers in the asset importer?

Scanning through some Unity documentation, it's apparent that the Unity Asset Importing workflow has some built-in special behaviors that are triggered by asset naming conventions. For instance, with ...
Echoleta's user avatar
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45 views

Can I save blended animations as .anim?

I've got two animations, and they blend well. Can I save the thing as a singular .anim file ?
Xenophile's user avatar
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2 votes
2 answers
31 views

Moving "theme" file to a different folder - is it possible to update the resource paths within the "theme"?

Assume the following: One theme is created via the Godot Editor (version 3.5) and saved under res://themes/my-theme.theme. Due to changes in the project's file ...
dsacre's user avatar
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How to load a whole folder of assets without using a Resources folder?

I have a folder full of images that I want to keep ready in a script. The Unity way to do this is to have a MonoBehaviour with, for example, a ...
AyCe's user avatar
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1 answer
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How to save and instantiate game data containing lists of polymorphic types

Let's say I have a class named Entity such as: ...
Trobibot's user avatar
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47 views

Workflow for editing a 2D tiled level with some layers that are whole images?

Context I'm making a 2.5D game from scratch using C/C++. Issue/question: I specifically want a way to edit my levels that lets me enter an image for each layer of the level, like hoodcraft.py in ...
Fichko's user avatar
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1 answer
209 views

How to read/edit data compressed in ZXML format for modding the game Chocolatier?

I'm trying to mod the game Chocolatier from 2007. It has two .xml files, but they don't look like conventional XML when I open them in VS Code or Notepad++. Here's a sample of what they look like: ...
user4068's user avatar
0 votes
1 answer
302 views

How to export ONLY animation clips from Blender to Unity to organise them in different files

When you start with the Unity 3rd person template, you see the animations (actions) being neatly organized as separate files: I know how to export a model with the mesh, materials, and actions: But ...
Coykto's user avatar
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1 vote
1 answer
2k views

Where should I put a JSON file to be readable in a Unity build?

I have a file which is created manually. In what folder should I put it so I can read it in a build? For example Application.dataPath in editor reads the file from ...
Ivan's user avatar
  • 317
1 vote
0 answers
66 views

How to encourage reuse of 3D models in a team of 3D artists?

What would be a pipeline that would help our team reuse 3D models/assets? We've got 10 3D artists that create game characters and we want to facilitate discovery and encourage reuse of 3D assets. Good ...
abecadel's user avatar
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-3 votes
1 answer
100 views

Is it possible to create map files for a 3D game using AutoCAD and 3ds Max?

Is it possible to make maps for games using AutoCAD and 3ds Max? I am studying architecture and I am making pretty good making 3D objects. I would like to make them for games, but I don't know what ...
Zmajcina's user avatar
2 votes
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121 views

How would one make a custom inspector for built-in assets?

I'm trying to see how I could either modify, append or completely override what the inspector shows for a selected built-in asset. Specifically, I want to override what the inspector shows when you ...
Nosh Ware's user avatar
1 vote
1 answer
215 views

Filter PNGs whose filenames end in "_Normal" using preset manager

I have made specific presets for textures like Normal or Emission maps. After they are imported I have to manually select each one and assign the proper preset. I want to automate this process. To do ...
theCodeHermit's user avatar
4 votes
1 answer
1k views

How can two people simultaneously edit one game project?

I've been looking for a workflow that allows two game developers to simultaneously work in real-time on the same project, much like Roblox Studio. I tried using Unity, but out of the box its ...
user157901's user avatar
0 votes
1 answer
728 views

Objects lose their individual positions and rotations when imported from FBX using Assimp

I am a newbie trying to learn DX11. I successfully put my obj model into the program by using assimp. Unfortunately, I cannot load the same model in fbx format correctly (both of them were exported ...
potter john's user avatar
0 votes
1 answer
150 views

Managing multiple animation files in a Unity project

I am on my project, but find it hard to understand what I'm missing from those few animation and rigging tutorials. I have an FBX I modelled and rigged from blender... Or I could just take a model ...
Aeonitis's user avatar
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1 vote
0 answers
239 views

Parsing Sprites from Spritesheet

How can I parse a spritesheet consisting of scattered sprites with different sizes, like this example and return the (x, y) and ...
vikAy's user avatar
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1 vote
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176 views

How to use HD and SD sprites in Unity addressables

I am able to load sprites using Unity addressables. But how can I use SD or HD variants of a sprite based on my device resolution? Previously I was using LIBGDX, and it has ...
imViki's user avatar
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1 vote
1 answer
233 views

Should I use a database to store ~10 000 names in a sports game?

I'm working on a single player sports game for a year or so and this doubt came up: how should I treat/store big amounts of data, like player names. Let's take an arbitrary number as example: 10000 ...
Gabriel Minosso's user avatar
0 votes
1 answer
104 views

How to author custom objects in a tile map?

I've been using Tiled for my game engine but for objects I have to use points on an object layer and give it a name and use that to create map items in-game. This is really inefficient as I don't want ...
BBQGiraffe's user avatar
4 votes
0 answers
78 views

Reuse assets across different rendering pipelines

What is the best way to handle same project with two rendering pipelines that share 99% of the Assets? We have one really big project for which we've decided to try and use both the URP and HDRP ...
Bobby Tables's user avatar
1 vote
1 answer
65 views

How to search for all uGui scripts in scene in the Unity editor?

I have many game objects whose properties I need to edit because of a bug/error. However, this is very time consuming, because I need to check each game object one by one. Is there any way to search ...
questionasker's user avatar
2 votes
1 answer
1k views

How to check version of Unity package in project through script

I'm writing an asset that will be used by many people, but it depends on TextMeshPro (TMP). I ran into a bug in TMP that can only be fixed by upgrading to a preview version. I want to warn users that ...
Adam B's user avatar
  • 800
1 vote
0 answers
70 views

Reusing tilemap segments

I'm wondering how I can incorporate reusable tilemap segments in my workflow. For example: I construct a room out of my tile palette, and I want to reuse this room in multiple places. Is there some ...
ralh's user avatar
  • 111
0 votes
1 answer
191 views

How can I export a 3D model with keyframes to use in Blender?

I'm currently trying to export some 3D data and load it into Blender, but I've encountered some problems at the time of processing the meshes. They all have keyframes (nothing too complex, just ...
Ricardo's user avatar
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3 votes
1 answer
1k views

Workflow for authoring hitbox data for a 2D fighting/platformer game

I understand that collisions in fighting games are detected using hitboxes and hurtboxes associated with specific frames of the animation I am looking for techniques to author the data for these ...
Mansur's user avatar
  • 133
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0 answers
27 views

Import animated mesh without a rigged skeleton / armature

How can I import an animation of a mesh that was not animated using rigging, skeletons, or armatures from blender? There's got to be a way.
Richard Barker's user avatar
1 vote
2 answers
100 views

Baking details to a low poly model asset - used on enviroment or “world” geometry?

Usually for the game objects a high poly model is prepared, to then transfer the details onto a low poly model, so that it can be rendered in realtime. Is this workflow always used, with any object? ...
CloudRiro's user avatar
2 votes
1 answer
2k views

Should non-power-of-two textures be resized to be a power of two?

I have a texture that is 1024x900. Should I resize it in Photoshop to be 1024x1024 or leave it as it is? What about a texture sized 1000x900?
AzulShiva's user avatar
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0 votes
1 answer
91 views

Efficient way to go about acquiring game assets [closed]

I was thinking about buying assets, but I don't want to waste time and want to acquire assets as fast as possible, and acquire a large amount of them, because I want to make several different games ...
Sayaman's user avatar
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3 votes
0 answers
306 views

ASSIMP - Hierarchy Import

I'm, trying to wrap my head around assimp to import some files, including fbx/obj etc. Normally my experience tells me that I start at root node and then recursively load child nodes until I load the ...
Dariusz's user avatar
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0 votes
1 answer
903 views

Asset Bundle hashes appear inconsistent

The flow I see people discussing using is the following In your build asset bundles step, grab the hash of each bundle Store that on your server somewhere Fetch those hashes at runtime Use the ...
Tom's user avatar
  • 11
1 vote
0 answers
48 views

Workflow to animate character rig with an already animated model

How should I go about animating character rigs (walking, running, ducking, ...) with already animated assets? Do I load the animated asset into the project file of my character rig or do I attach the ...
AndyPass's user avatar
6 votes
3 answers
1k views

Blender assets management and workflow for Unity project

I'm trying to decide how to manage my 3D assets, and even how I should construct a world for my game. I should maybe explain, my game is basically a single explorable world set in a school. It's ...
hedgehog90's user avatar
0 votes
2 answers
152 views

Backing up non-text based assets

I'm using a Source Control Management tool (git) for backing up configurations, code etc. But how do I manage art assets and other game assets that are in binary formats, and tend to be big (animators,...
thinkingUnity's user avatar
1 vote
1 answer
67 views

Referencing in unity

Background: We have two people in the team, one of which is a UI designer and the other is the Unity3d developer. The designer makes the 3d models in Maya and sends them to developer so that he can ...
erbdex's user avatar
  • 125
2 votes
2 answers
452 views

How can I name and organize resources at design time?

I'm having a very hard time trying to figure out a good way to add new resources to my game project in a way that's convenient for designers. To try and better understand the problem, I'm trying to ...
kitfox's user avatar
  • 171
1 vote
1 answer
72 views

Art asset creation workflow question: are there any neat ways to save your work and automatically export it to desired format?

To be specific: I have used GraphicsGale for pixel art sprites. The program saves its files in its own format (.gal, I believe), but the images in my game have to be .png. Saving it to .png loses ...
Ghyl's user avatar
  • 45
1 vote
1 answer
88 views

Export object or scene with textures

Is there a way to export or publish some work to a folder so somebody else can open the .max file and does not have to reassign all the textures again? My problem is that i used lots of textures ...
Madmenyo's user avatar
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1 vote
1 answer
727 views

Asset workflow for Blender models?

As a coder, I don't have much experience in asset creation workflow. I'm trying to figure out the best way to work effectively with Unity + Blender combo. I don't export to FBX, I prefer to work ...
Marcin Seredynski's user avatar