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Quads will bend one way or the other. The only way to make sure they bend 'correctly' in both engines is to triangulate them before export. This...
It could be your HDRI map. Reflections have a big impact on how metallic surfaces look. Could also be texture color mode, or post processing, or...
I've heard a lot of people say something like this about tris, but I've yet to see it. Do you have an example where a quad 'turns better' than...
If you're using Blender you're going to be eternally gimped by the FBX format, as it is designed in a way that is mostly incompatible with...
Good question. I'm really not sure, But I would animate both arms together (double magnum anim, single magnum anim), and use avatar masks in Unity...
There are plenty of free obj exporters for Unity. You can export the capsule to obj and import it into blender....
Github is a website, git is the tool you're trying to use. Scene merging is always troublesome, as Unity scenes will often change random values...
Is the rig broken in blender or is it only when importing to Unity from Blender?
For animated textures your best bet is working with shaders inside Unity. You can use vertex colors and/or masks to lerp or otherwise affect the...
FBX and blender do not work together well. That's why you're having those rotation issues. My solution to this problem was using glTF instead of...
I've never loaded models from Sketchfab myself so i'm not really sure. I'm guessing you have to find an API for sketchfab, and then use an...
I've written an importer for glTF files that a lot of people use to import from Sketchfab. GLTFUtility
Any update on this?
It's been a long time since I had this problem myself, but iirc Unity orders the materials based on vertex order. To fix this in blender, select...
Having written a few programs I've only ever seen parameters getting passed at the start of a program. I don't know if Unity has anything like...
The way I do it, is have a Workfiles folder in your project root. That way the workfiles aren't too far away, and you can easily ignore the folder...
That code works exactly as it should. It spawns an object and resets its position to zero, and rotates it to a fixed (0,90,0) rotation. If you...
something like this for (int i = 0; i < 100; i++) { GameObject go = Instantiate(prefab); go.transform.position = Vector3.Zero;...
I've been using Github's issue system quite successfully. It's easy to use and plays well with source control. It's only viable for developers...
Blender and FBX have always been full of surprises, especially when it comes to rotation and animation. My solution has been to switch to another...