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TopicI've been working on a 3d platformer game (in unity) pt 2: the purge
BucketCat
05/20/24 11:27:50 AM
#38:


is it separate meshes for the round part, or are all of the objects on one big mesh + UV map? blender to unity can mess up depending on how your UV is scaled within blender, or if the mesh has multiple UVs for some reason.

a good way to quickly check whether everything is okay without having to import into unity is to use a program like "FBX Review" (free program made by AutoDesk Maya)

if its separate meshes, a few things you can try are:
-select the fbx in unity, select the model tab, and at the bottom make sure "swap UVs" is enabled
-if that doesn't work, find the texture file in unity, and see whether the wrap mode is set to "repeat" in the inspector
-on the object/prefab, select the material then mess w/ the tiling and offset settings for the albedo (idr if that's an option on the default Standard or URP lit/unlit, I don't use unity shaders so its been a while since I looked)

those steps may or may not work, it really depends on what happened.
i'd check the model in a separate program like fbx review to see if it looks okay in that. that way you can see whether it's a problem with how blender exported, or if it's a problem with how unity imported. if it looks correct in fbx review, then you can at least narrow it down and know unity is messing up somewhere.

hopefully those tips help. at the very least they could be something to keep in mind for the future

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