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Export FBX at runtime using Autodesk.Fbx?

Discussion in 'External Tools' started by Zipp, Jul 18, 2019.

  1. Zipp

    Zipp

    Joined:
    Dec 27, 2012
    Posts:
    13
    Hello,

    I want to export my GameObjects at runtime and save it as one FBX on the file system. I am Using Unity 2018.3 HDRP.

    I achieved to export it using the FBX Exporter preview package in the Unity Editor. However, it must also work in a Windows Standalone Build. In the documentation of the package I found following info using the Autodesk SDK to export a model also at runtime.

    Code (CSharp):
    1.  
    2. using Autodesk.Fbx;
    3. using UnityEngine;
    4. using UnityEditor;
    5.  
    6. protected void ExportScene (string fileName)
    7. {
    8.     using(FbxManager fbxManager = FbxManager.Create ()){
    9.         // configure IO settings.
    10.         fbxManager.SetIOSettings (FbxIOSettings.Create (fbxManager, Globals.IOSROOT));
    11.  
    12.         // Export the scene
    13.         using (FbxExporter exporter = FbxExporter.Create (fbxManager, "myExporter")) {
    14.  
    15.             // Initialize the exporter.
    16.             bool status = exporter.Initialize (fileName, -1, fbxManager.GetIOSettings ());
    17.  
    18.             // Create a new scene to export
    19.             FbxScene scene = FbxScene.Create (fbxManager, "myScene");
    20.  
    21.             // Export the scene to the file.
    22.             exporter.Export (scene);
    23.         }
    24.     }
    25. }
    26.  

    However, I do not understand how I can specify the GameObject that has to be exported. Is this even possible in this way or do I understand it wrong?

    Furthermore, when exporting the FBX file in Untiy HDRP, the textures in the materials are lost. Do I have to export all materials separately and then assign it again?

    Thank you for your help!