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5

TL;DR - Quick and Easy Here is a free unity asset store package that claims to do exactly what you need. I haven't personally tried it, but it (or another like it) might solve the issue you are looking for specifically. https://www.assetstore.unity3d.com/en/#!/content/49547 Longer Answer Why can't I use the code that obviously already exists? It's ...


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Naughty Dog seems to use scheme for describing both the data and how it should be read. However, my knowledge of scheme is non-existent so I have no clue how that would work. This would however, solve my problem, as the data would describe itself see reference. Not something I would recommend if you are a solo developer or a small group of developers. This ...


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You will get materials attached when you import FBX from Blender into Unity but it will assign unity's standard material/shader. What you won't have is the texture assigned into the diffuse/albedo slot of the Unity standard material. Unfortunately, you will have to save the texture in Blender separately, then import it into unity before assigning it into the ...


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Alright, brand new here, so I couldn't comment to try and draw out information to help you out better... I'm assuming your mesh looks like a bunch of triangles roughly at the right places but with some unsightly gaps? The shader hasn't been given the hint that it needs to draw the tri's continuously, so that is likely what is happening. XNA has a class ...


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Thanks to DMGregory I solved the problem. I will leave the answer here for others to see. In Unreal Editor, double click your texture to open the texture editor. Then, look at the 'details' section on the right. Find the 'Level Of Detail' section and open the 'Texture Group' menu. Choose '2D Pixels (unfiltered)', and you should have nice crispy clean ...


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I had quite a discussion about this with Unity customer support, which you can see here. The short of it is this: The actual OBJ file format specification declares that, "A right-hand coordinate system is used to specify the coordinate locations." Unity uses a left-hand coordinate system. Conversion from right-handed to left-handed is accomplished by ...


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openfl.Assets.getText("assets/dialogs/exampleDialog.txt"); should do the trick.


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If you want to use it as sprite then change the import settings 'Texture Type' to 'Sprite(2D and UI)'. This will bring it back to its original dimensions. If you want to use it as texture then this wont matter, the texture depends upon the 3d object UV mapping, so it will scale properly. For particle you can convert the entire image to have square ...


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You require three things to load code from files and do things with the types and functions defined in those modules. A way to load a module from disk or memory. A way to, given a module, enumerate and use the functionality present in the module. A bunch of types and signatures designed to be shared between the modules, so the code has something to speak in ...


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You can use inheritance for this. Have the methods and classes in a common base class that's extended by your classes that share this functionality. Or you can use composition for this. Have the methods and classes in non-monobehaviour scripts. These will be instantiated as objects in your scripts that share this functionality. Or you can keep these ...


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Looks like sometimes mudbox gets angry when the unwrap has zero-area faces (not correctly unwrapped) or you have UVs too close to the edge of the map. Can you shrink them all down towards the center (0.5, 0.5) and try again?


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I got this to work. The problem was that I enabled "Apply root motion", when I disabled it the animation worked properly.


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If you want to use the Unity Vector Graphics preview package, make sure you check "Show preview packages" under Window > Package Manager > Advanced With this, you should see the Vector Graphics package appears and can be installed.


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I would recommend to open the SVG image with an SVG editor (like the free Inkscape) and export it as a PNG (or other raster-oriented image format). The drawback of this method is that you will lose the ability to scale the image infinitely without it becomming pixelated or blurry. But the advantage is that it will be a lot faster than solutions which ...


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You must use separate OBJ files for this. You could also import .blend files directly: https://docs.unity3d.com/Manual/HOWTO-ImportObjectBlender.html


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I have solved the problem. The issue was the binded rig/model itself. Every time I exported it as FBX in Maya, it unbinds the mesh and skeleton. That was why the animation was not properly working in Unity. I solved it by importing the FBX file back in Maya and re-binding the mesh and skeleton and re-exporting it as FBX. That was it.


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I am not sure why the padding in those cells appears, but I found the necessary steps to achieve the results I wanted. Evidently the default size of the tilemap is based on a size of 32 pixels. Steps to setting up your tilemap. 1) import the sprite sheet using the same pixels per unit that you intend on using when slicing your sprite sheet. For me, I ...


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Never remove data from your saved data, only add. Let .NET's serializers take care of the rest. (That's my advice if you have access to .NET, as with Unity). This comes from experience with handling this exact problem both professionally, and in my home projects.


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This is more of a Blender than a gamedev question. OBJ supports both normals and UV maps, which are exported by default in the OBJ exporter. Blender will auto-calculate the normals. UV maps are edited by Unwrapping the Mesh. For example, from an empty Scene, I can: 1) Add [Shift-A] -> Mesh -> Monkey 2) Edit Mode [Tab] 3) Menu [Space] -> type "Unwrap", [...


1

The way I do it is that I always create a new project first where I import the unity package file. I then change the structure of the project as I want it to look in my final project. Finally I select the files i want to export and then i right click on them and choose "Export as UnityPackage", Open your final project and import your newly created Unity ...


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Remember the steps (sequence should be followed): First Import your texture (copy) in your unity Project Then, Import your model (copy) in you unity project. Remember what the unity official docs (HOWTO-ImportObjectBlender) said about blender import requirement Requirements You need to have Blender version 2.60 or later (in some earlier versions of ...


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I agree with the drive link comment. Google Drive does not allow for direct file access. Maybe try uploading your obj file to a server and then d9wnload it using www in unity. Should work.


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Check that the scripts are compiling and not throwing an error. This can stop Unity's blender import from working. Try exporting to fbx instead. It is what Unity recommends in their art asset guide - https://docs.unity3d.com/Manual/HOWTO-ArtAssetBestPracticeGuide.html


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In the /libs folder, right click the two tween-engine.jar files, Build Path > Add to Build Path


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Gama11's method is the one I would use personally. Basically you put all of your text inside a text file dialog.txt and split each dialog up with some special character or character sequence (i.e. @@). ------ dialog.txt ------ This is dialog for box 1.@@ Dialog for box 2.@@ And so on...@@ inside of your game use the following: var dilog_boxes:Array<...


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The problem here seems, that you don't have lighting in blender. Add a light source and try rendering it there. You will probably have the same artifacts as in unity, because your geometry isn't ideal. To prevent those weird shadows, you'll probably have to remake parts of the model. Especially stretched triangles can result in very strange lighting issues. ...


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A good link was given here which explains how to get tangents and binormals.


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You may want to check the FBX SDK Documentation again. I managed to find GetElementBinormal(int index) and GetElementTangent(int index), which are both part of the FBXGeometryBase class, which FBXMesh inherits from. Have you tried these? Because, if the documentation is correct (which, given past experiences, I tend to expect the worst, even with ...


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You can solve this programatically for now. A small script will update the position before the draw call to keep the sledgehammer in the position of your Parented game object. Drag the GameObject parent onto the inspector after applying this script: UnityScript: #pragma strict var localOrigin : GameObject; function Start () { transform.position = ...


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Pros of single model per file: Imported nodes contain only what's related to a specific single prefab Editor needs to re-import only what has changed, not the whole file Cons of single model per file: Can't easily work with multiple models at the same time Can't compare model scale and alignment easily in Blender Can't reuse materials or textures easily ...


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