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Question Are blender created FBX models/clothes problematic in Unity 2021.3.x?

Discussion in 'Editor & General Support' started by greatUnityGamer, Feb 6, 2023.

  1. greatUnityGamer

    greatUnityGamer

    Joined:
    Aug 11, 2013
    Posts:
    182
    FBX model: Clothes
    RP used: HDRP
    Parented to what: Hip

    What's the problem?: In Editor everything is fine, skirt appears when press play and works with Unity cloth
    But in Bulit game it's invisible always. No matter what i do. Shader is HDRP/Lit. Everything in Editor is perfectly visible and fine. Just not in built game. it's completely gone/invisible.

    The only thing i can think is that the fbx model i created was exported out of Blender. And maybe i dont know if it needs special settings or something to work. But if it did why does it work perfectly in the editor in unity.
    It's really strange
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,517
    Start looking at the runtime / device logs to see if there are shader errors or other errors being thrown.

    It may even be necessary to write code to output extra information about your game at runtime to find what is wrong.

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    7,606
    Are you using the materials that export from blender with your .fbx files? I wouldn't rely on the ones Blender generates.

    Invisible objects in my experience has always been a case of the shader somehow not getting built into the game, or shader stripping being a bit overzealous.

    There are ways to force it to include a shader, such as having an object somewhere in a scene built into the game with the problem material/shader so that it's properly built into the game.