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Hi, You can force the second import automatically by slightly modifying your code: static void OnPostprocessAllAssets(string[] importedAssets,...
Hi @petey , You cannot use this method during an import. SearchAndRemap uses the created materials saved as subassets after the import to create...
Before we go on with this exploration any further, I noticed I forgot an important part of the import process: Runtime assets are also optimized...
Hey @ForcerKRD, I like this question a lot, let's dive into it! Native formats are not imported. It is pure serialized data, optimized for...
Maybe it has to do with the different settings you are using to export manually versus what Unity exports from the script. You could try to use...
Hi @Duck_With_Grape We do not recommend using .blend files in Unity directly. The export from blender happening in the background makes it very...
Hi there, That's a nice contribution @Marc-Ducret ! Just a word about your script: While I agree we should provide support for some sort of...
Hey @McDev02 ! We introduced OnPreprocessMaterialDescription exactly for that purpose, so anyone could handle their Material creation exactly how...
Hi @AspectofMaokai , From what I'm seeing, it may be that you are using textures for some materials. In order for Unity to find and use them, you...
Hi @naktu This path is given to the blender script by our command line, It is always built this way (from your project root folder)...
I've already talked to the team and they think we should have a look into it. It may be closed by design if the required work to fix it requires...
Ah yes, sorry I missed that point in your first message! Could you report a bug for it? If you can reply here with the IN-XXXXX ticket I'll get...
Hi @sebas77 , Have you tried disabling the "Compress Texture On Import" setting in the preferences window on your computer?...
Hi @bisewski , Have you tried using the export to package option in the dropdown? This should create a .unitypackage file that contains the...
You still have to call LoadAssetAtPath to tell the AssetDatabse that this has been loaded explicitly. By the way, the Import Activity Window is a...
Hi @kangsuzi, If you could open a bug report including the fbx files you are trying to import that make Unity crash, that would help us track and...
Hi @stu54, Could you report a bug with your project and the problematic asset? I don't think it should create a dependency loop by simply...
Hi @Switch_devs, This part of the forum is dedicated to the Editor import, I'm not sure how many people are looking at those threads who would...
Hey @Tech-Labs, The best would be to have all your assets made directly at the right scale in your project, which would avoid having to tweak them...
You're doing it right, if this method is not being called, this is because the imported model doesn't have any custom properties. I don't how...