New answers tagged

0

If this is a project that other people will eventually work on, there's a good reason to create individual assets in Blender but assemble the scene in Unity: this is likely to make the project more accessible for other developers who have Unity experience but not Blender experience. The Unity Editor is targeted at game designers, level designers, and ...


1

There's nothing wrong to creating your scene in blender and then importing it to Unity, in fact you can directly import the blender file and get the lighting just as you did in blender, but the way unity and blender renders the scene is different, so none of the post processing effects will get transferred to unity, and you'll have to tweak a lot of stuff in ...


0

As mentioned in the comments, there's no perfect way and depending on your project and its design, either might work. However, I immediately had to think about a YouTube video: In the Boundary Break episode about Telltale Games's The Walking Dead Season 1 one of the original developers speaks a bit about their experiences of creating whole scenes for the ...


0

Since you're working with buildings which are fairly square, instead of UV unwrapping you can try projections. https://exposeacademy.com/5-methods-of-uvw-box-mapping-in-blender-2-8x/ Try to apply the same texture in Blender, does it appear the same as it does in Unreal? I'm pretty certain as others have suggested here, that it's not an import/scaling issue, ...


1

It seems that you're not the only person that wanted to make Unity more like Blender, and on the Unity forum someone has tried to script the editor to make it behave a bit more like Blender by adjusting the keyboard shortcuts. See https://forum.unity.com/threads/unity-editor-viewport-navigation-hotkeys.81673/ There's also the official documentation for ...


-1

You're making this way more complicated than it needs to be. Create a world-space canvas to display the text, and attach it to the front of the monitor GameObject.


0

finally, I found the problem. 1-it seems the texcoord tag is using to determine the UV map of texture. 2-an option in the data tab of blender is used to keep and show UV maps, from there I deleted un unused uvMap and it works correctly.


0

Okay so I kind of found a workaround. Firstly, I believe UE4 only allows to import sockets for static meshes and not for skeletal meshes. So what I was importing wasn't sockets, it was just adding them as bones to the rest of the skeletal tree. Still doesn't explain the weird transform inconsistency. But it turns out having them imported as bones was even ...


Top 50 recent answers are included