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[FREE] Scene OBJ Exporter (New Version 2.0!)

Discussion in 'Assets and Asset Store' started by aaro4130, Sep 24, 2014.

  1. JCD666

    JCD666

    Joined:
    Mar 10, 2015
    Posts:
    1
    Gave your plugin a shot a couple of weeks ago and love it... why this isn't a standard feature of Unity is beyond me Nonetheless, for some reason I'm now not seeing it show up under the file menu and can't seem to figure out how to get it to 'run' so that it shows up there again. I'm running 5.3.2f1 on a Mac and despite reinstalling the plugin fresh from the store I can't seem to get it to show up. Any ideas?
     
  2. Thomvdm

    Thomvdm

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    Feb 24, 2016
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    Would this allow me to export a 4.6.1 scene to a Unity 5.x project? All I need is the objects to keep there pos/rot/scale and if possible (but not required) for all components to stay intact.
     
  3. the_motionblur

    the_motionblur

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    Mar 4, 2008
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    @Thomvdm why would you need an OBJ exporter for this?

    Make a copy (and/or backup) of your 4.x project folder. In Unity 5.x go to open and import the new folder.
    You should absolutely work in a separate folder, though. Things might break on upgrade. Either way more things will stay intact than if you go by an OBJ export/import.
     
  4. Thomvdm

    Thomvdm

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    My wish is to upgrade from 4.6.1 to 5.3.3. Wouldn't a lot of things break if I do it this way, because of the big leap in versions? But I'll try it, thanks :)
     
  5. the_motionblur

    the_motionblur

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    It's at least worth a try. If you go the OBJ route you will have to recreate everything for sure.
    Depends on your project how many things will actually break. Maybe it's not as many as you fear for.
     
  6. dleeds

    dleeds

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    Mar 16, 2016
    Posts:
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    Like JCD666, I'm also having issues getting the plugin to appear in the File menu. I'm running 5.3.3f1.

    Any tricks to getting this plugin to show up??? It worked flawlessly in past versions!

    Thanks!
     
  7. aaro4130

    aaro4130

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    @dleeds, I have yet to upgrade my Unity version from when I submitted the plugin. I think I'll be upgrading really soon , then see if I encounter the same issue.
     
  8. dleeds

    dleeds

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    @aaro4130
    What version are you using? Perhaps I can try to install an older version to restore functionality.

    Thanks!
     
  9. dleeds

    dleeds

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    @aaro4130
    I rolled back to version 5.1.1f1 and the plugin works now!
     
  10. mk1978

    mk1978

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    Was the texture export problem solved already? I have been trying to export Unity Trees (for example Nature Pack and BirchTreePackage) and I get every time the message: could not export texture : Diffuse. is it readable?
     
  11. aaro4130

    aaro4130

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    Select your textures in the asset browser, set them to "Advanced" type, and check the "Eanble Read/Write" (or whatever it's called :p)
     
  12. mk1978

    mk1978

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    Thanks for the tip! Now I don't get the message anymore but when exporting some rocks and Unity Trees to Blender and Sketchup the models do not have any textures or there is not even the folder with textures exported.
     
  13. Fozz

    Fozz

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    Oct 8, 2014
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    Great plugin. Not sure if I'm missing something, but vertex colours don't seem to be included when the obj is created. Would this be possible to add as an option?

    (having asked, I'm now unsure if obj even supports vert colour in general)
     
  14. elbows

    elbows

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    I'm pretty sure an unofficial extension to the obj format supports storing vertex colours, but not every app that can read obj files can read this data.
     
  15. Fozz

    Fozz

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    Yeah, I think you're right. I'd need to go from Unity to max and back (though at that stage I could switch to fbx or another format)
     
  16. Humdinger

    Humdinger

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    Hi, I'm on Unity 5.3.1f1 Personal and have been struggling to get this to work...
    Is it simply not compatible with this version or what am I missing?
     
  17. yoDon

    yoDon

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    Aug 29, 2008
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    In case these are helpful to anyone else, here are a few tweaks I needed to make to the asset's OBJExport/OBJExporter.cs file get the exporter to work for me...

    First, Unity allows spaces in object names but the .obj format doesn't:

    Line 183: change string exportName = meshName;
    to string exportName = meshName.Replace(' ','_'); // NOTE: there's one space between the first two ' characters

    Line 257: change sb.AppendLine("usemtl " + matName);
    to sb.AppendLine("usemtl " + matName.Replace(' ','_')); // NOTE: there's one space between the first two ' characters

    Line 261: change sb.AppendLine("usemtl " + meshName + "_sm" + j);
    to sb.AppendLine("usemtl " + meshName.Replace(' ','_') + "_sm" + j); // NOTE: there's one space between the first two ' characters

    Line 352: change sb.AppendLine("newmtl " + m.name);
    to sb.AppendLine("newmtl " + m.name.Replace(' ','_')); // NOTE: there's one space between the first two ' characters​

    Second, the exporter bakes full disk paths (starting with "C:/") for texture files into the .mtl files which makes the exports break if the export folder is moved. It should just export the filenames of the texture files since the textures are already copied into a place where no additional pathing is required:

    Line 376: change sb.AppendLine("map_Kd " + exResult);
    to sb.AppendLine("map_Kd " + System.IO.Path.GetFileName(exResult) );

    Line 382: change sb.AppendLine("map_Ks " + exResult);
    to sb.AppendLine("map_Ks " + System.IO.Path.GetFileName(exResult) );

    Line 388: change sb.AppendLine("map_Bump " + exResult);
    to sb.AppendLine("map_Bump " + System.IO.Path.GetFileName(exResult) );​

    Third, Unity is apparently more tolerant of degenerate triangles (triangles that only have two distinct vertices) than most .obj importers are, so avoid exporting degenerate triangles:

    Line 270: right before
    Code (csharp):
    1.  
    2. if(faceOrder < 0)
    3.  
    insert
    Code (csharp):
    1.  
    2.                     if (  ( idx0 == idx1 )
    3.                         ||( idx0 == idx2 )
    4.                         ||( idx1 == idx2 ) )
    5.                     {
    6.                         // don't emit degenerate triangles
    7.                         continue; // ---- EARLY CONTINUE ----
    8.                     }
    9.  
    Fourth, my scene had lots of collision meshes that weren't designed to be rendered (and that I didn't want exported). I modified the exporter to only emit meshes that were rendered in Unity. That's a specialized enough decision that the following code should probably be treated as an optional check-box kind of thing rather than just used blindly but I'm including it here in case it's helpful for others:

    Line 124-143: change
    Code (csharp):
    1.  
    2.         if (onlySelectedObjects)
    3.         {
    4.             List<MeshFilter> tempMFList = new List<MeshFilter>();
    5.             foreach (GameObject g in Selection.gameObjects)
    6.             {
    7.                 MeshFilter f = g.GetComponent<MeshFilter>();
    8.                 if (f != null)
    9.                 {
    10.                     tempMFList.Add(f);
    11.                 }
    12.             }
    13.             sceneMeshes = tempMFList.ToArray();
    14.         }
    15.         else
    16.         {
    17.             sceneMeshes = FindObjectsOfType(typeof(MeshFilter)) as MeshFilter[];
    18.         }
    19.  
    to
    Code (csharp):
    1.  
    2.         List<MeshFilter> tempMFList = new List<MeshFilter>();
    3.         GameObject [] candidates = onlySelectedObjects ? Selection.gameObjects : GameObject.FindObjectsOfType<GameObject>();
    4.         foreach (GameObject g in candidates)
    5.         {
    6.             MeshRenderer r = g.GetComponent<MeshRenderer>();
    7.             if ( r != null )
    8.             {
    9.                 MeshFilter f = g.GetComponent<MeshFilter>();
    10.                 if (f != null)
    11.                 {
    12.                     tempMFList.Add(f);
    13.                 }
    14.             }
    15.         }
    16.         sceneMeshes = tempMFList.ToArray();
    17.  
     
    twobob likes this.
  18. yoDon

    yoDon

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    Aug 29, 2008
    Posts:
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    And one more fix - it looks like there are some scenarios involving either downloaded content or assetbundles or both where the name of a texture can be empty:

    Inside ExportTexture() around line 335, change the definition of string exportName to:


    string textureName = t.name;
    if ( string.IsNullOrEmpty(textureName) )
    {
    textureName = System.Guid.NewGuid().ToString();
    }
    string exportName = lastExportFolder + "\\" + textureName + ".png";
     
  19. yoDon

    yoDon

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    Aug 29, 2008
    Posts:
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    And another one, the .mtl files specify an incorrect property name for bump channels. Bump files are just bump not map_Bump in .mtl files.

    Near line 400, change

    sb.AppendLine("map_Bump " + System.IO.Path.GetFileName(exResult) );

    to

    sb.AppendLine("bump " + System.IO.Path.GetFileName(exResult) );

    Note that bump is now lowercase, and this is a line that we already changed in one of the earlier bug fixes, to just export the filename rather than the full path to the file.
     
  20. aaro4130

    aaro4130

    Joined:
    Jul 15, 2010
    Posts:
    388
    map_Bump is used in both Blender, and Substance Painter. I've confirmed this myself.

    Regarding these issues:
    a) Not showing up in newest Unity - I am now on this version, and can look into this
    b) Empty texture names - Will fix
    c) Spaces in object names - Thought I fixed it already -shrug- will fix
    d) Full path names - Again, thought I fixed -more shrug- will fix
     
  21. yoDon

    yoDon

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    Aug 29, 2008
    Posts:
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    Blender might support map_Bump but it's not in the .obj spec which means Maya and many other packages don't support it. I recommend testing whether blender supports the official "bump" in addition to "bump_Map" (it almost certainly does), in which case you probably want to be exporting the correct "bump" form so you don't have all Maya users reporting that your asset doesn't export bumps properly.

    Also, "thanks" wouldn't have been an inappropriate thing to add, but that's your call
     
  22. AlkisFortuneFish

    AlkisFortuneFish

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    Apr 26, 2013
    Posts:
    588
    Just a quick thing about the asset package, OBJExporter, being a ScriptableWizard, really should be in an Editor folder.

    As it is, it's exported as OBJExport/OBJExporter.cs, which means that it ends up in the Assembly-CSharp.dll and associated project, rather than Assembly-CSharp-Editor.dll.

    The path should be OBJExport/Editor/OBJExporter.cs, which will also make the #if UNITY_EDITOR directive unnecessary, since that project does not exist outside the editor.
     
    twobob likes this.
  23. sadicus

    sadicus

    Joined:
    Jan 28, 2012
    Posts:
    216
    Unity 5.4
    "To perform a basic export, select File>Export>Wavefront OBJ, leave all options as default and click Export!"
     

    Attached Files:

    Last edited: Aug 3, 2016
  24. aaro4130

    aaro4130

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    Posts:
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    I was thinking I should adjust the #ifdef to allow users to create OBJ exporters for runtime in their applications. It would expand the usability of the asset as well.

    Hm, I'm running the latest version of Unity and can see it there. I really wonder what is causing this as many users have been reporting it :/
     
  25. AlkisFortuneFish

    AlkisFortuneFish

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    In that case, you could split it into two classes, one runtime class with all the guts and then an editor class with the editor interface.
     
    twobob likes this.
  26. Eric-Chadwick

    Eric-Chadwick

    Joined:
    Mar 26, 2012
    Posts:
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    I can confirm the script does not finish properly, without yoDon's suggested changes.

    I am using it in Unity 5.3.5f1, Windows 8.1

    With the Asset Store version, I only get two lines in the exported OBJ file:
    Code (CSharp):
    1. # Export of Box
    2. # from Aaro4130 OBJ Exporter v2.0
    After adding yoDon's suggestions, the OBJ exports (mostly) properly. I get a bunch of console messages:
    Code (CSharp):
    1. Could not export texture : TXT_White_Paint_ALB. is it readable?
    2. UnityEngine.Debug:Log(Object)
    3. OBJExporter:ExportTexture(Texture2D) (at Assets/OBJExport/OBJExporter.cs:349)
    4. OBJExporter:TryExportTexture(String, Material) (at Assets/OBJExport/OBJExporter.cs:310)
    5. OBJExporter:MaterialToString(Material) (at Assets/OBJExport/OBJExporter.cs:385)
    6. OBJExporter:Export(String) (at Assets/OBJExport/OBJExporter.cs:199)
    7. OBJExporter:OnWizardCreate() (at Assets/OBJExport/OBJExporter.cs:108)
    8. UnityEditor.HostView:OnGUI()
    The generated MTL file does not list the textures. The original textures are in .TGA format.
     
  27. j2l2

    j2l2

    Joined:
    Mar 14, 2016
    Posts:
    14
    OBJ Exporter Menu is back in Unity 5.4f (not beta).
    How long/hard would it be to make it work at runtime ... in builds?
    Thanks
     
  28. xiaomeng21

    xiaomeng21

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    Sep 9, 2016
    Posts:
    1
    Can it export obj file during the runtime? thanks : )
     
  29. OP3NGL

    OP3NGL

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    Dec 10, 2013
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    cannot export materials into 3dsmax... materials marked as null..
     
  30. WinterT101

    WinterT101

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    Sep 9, 2016
    Posts:
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    I tested exporting a cube, had no issues. Tried exporting a terrain, and nothing seems to export. I'm guessing this is not designed for terrains or am I doing something incorrectly?
     
  31. aaro4130

    aaro4130

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    Terrains are different than normal meshes, so much different that I haven't implemented them at this stage for exporting.
     
  32. WinterT101

    WinterT101

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    Thought so. Thanks for the exporter though, works well with everything else I've tried.
     
  33. Reanimate_L

    Reanimate_L

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    Posts:
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    @aaro4130 can i request to add ability to export the entire scenes game objects including lights (as an empty objects), and baked lightmap UV?
    This can be usefull if we want to use external apps as lightmapper and keep the generated lightmap UV from unity
     
  34. aaro4130

    aaro4130

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    OBJ doesn't support multiple UV channels, or empty objects, sorry.
     
  35. Lowlypoly

    Lowlypoly

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  36. Reanimate_L

    Reanimate_L

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    Ah too bad. alright then.
     
  37. ostrich160

    ostrich160

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    Feb 28, 2012
    Posts:
    679
    This is by far the best OBJ exporter Ive seen yet, shame it doesnt natively support runtime but I could certainly use it as a groundwork for that. Cheers!
     
    twobob likes this.
  38. bsymon

    bsymon

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    Dec 11, 2016
    Posts:
    6
    Hello !

    I've a problem when opening the OBJ with Blender (see image below). I join the OBJ with it.

    Thank you :)
     

    Attached Files:

  39. dobrMAN

    dobrMAN

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    Mar 18, 2015
    Posts:
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    Attached Files:

  40. liaoyc

    liaoyc

    Joined:
    May 18, 2017
    Posts:
    1
    I am very excited about your work. But I don't know how to use it [cry]. Can you make some tutorials?
     
  41. adityapremi

    adityapremi

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    Apr 27, 2017
    Posts:
    1
    I shall be really glad if you can make this happen. I am working on 3D scanning environments and this shall be very critical in making this happen. If this kind of feature can be implemented it shall be great for Augmented Reality applications in future. Your efforts have been amazing and I think this addition shall make it really powerful.
     
  42. zelal

    zelal

    Joined:
    Jun 27, 2017
    Posts:
    1
    I am using Unity 5.6.2f1. But cannot get this export work. After adding a "Mesh Filter" component with Mesh: None (Mesh) to the terrain, I went to File > Export > Wavefront OBJ. Then after clicking on Export and then Save buttons in the subsequent dialogue boxs it stucks in Exporting objects .....(xx%) progress window. Console displays following error message:

    NullReferenceException: Object reference not set to an instance of an object
    OBJExporter.Export (System.String exportPath) (at Assets/OBJExport/OBJExporter.cs:211)
    OBJExporter.OnWizardCreate () (at Assets/OBJExport/OBJExporter.cs:109)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.ScriptableWizard.OnGUI () (at C:/buildslave/unity/build/artifacts/generated/common/editor/ScriptableWizardBindings.gen.cs:83)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:262)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:255)
    UnityEditor.HostView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:84)
     
  43. CurialLloses

    CurialLloses

    Joined:
    Oct 20, 2017
    Posts:
    8
    Is it possible that Unity 2017 doesn't have the Menu File>Export>Wavefront OBJ ? I've imported the asset and can't see this option anywhere :/

    EDIT: No need help, found it just where it should be :p
     
    Last edited: Oct 20, 2017
  44. Humdinger

    Humdinger

    Joined:
    Sep 28, 2013
    Posts:
    2
    YoDon was extremely kind and helpful in the past with helping me with the updated script. Problem I'm having is I can never get the Menu File>Export>Wavefront OBJ option to appear. I'm using version 5.3.1f1 Personal - what the heck am I doing wrong?
     
  45. stomp1928

    stomp1928

    Joined:
    Nov 6, 2017
    Posts:
    1
    Same here. No Menu File>Export> option at all. I'm on 5.6.3.p4. Has anyone figured out why it shows up for some and not others?
     
  46. AceSV

    AceSV

    Joined:
    Dec 16, 2012
    Posts:
    20
    At first I wasn't seeing the Export menu. I checked the Console and saw that there was an unrelated error, some .meta files missing in a different folder. But I fixed up that error, and the Export menu returned. So I guess maybe it won't load if any errors are present. Hope that fixes it for others.
     
  47. IgorAherne

    IgorAherne

    Joined:
    May 15, 2013
    Posts:
    341
    Hey man, thanks for the asset

    I am getting an error trying to export my scene Using File->export,
    I think it's because one of my gameObjects has null material

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. OBJExporter.Export (System.String exportPath) (at Assets/OBJExport/OBJExporter.cs:256)
    3. OBJExporter.OnWizardCreate () (at Assets/OBJExport/OBJExporter.cs:108)
    4. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <c95265f74fdf4905bfb0d5a4b652216c>:0)
    5. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    6. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <c95265f74fdf4905bfb0d5a4b652216c>:0)
    7. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <c95265f74fdf4905bfb0d5a4b652216c>:0)
    8. UnityEditor.ScriptableWizard.OnGUI () (at C:/buildslave/unity/build/artifacts/generated/common/editor/ScriptableWizardBindings.gen.cs:83)
    9. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <c95265f74fdf4905bfb0d5a4b652216c>:0)
    10. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    11. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <c95265f74fdf4905bfb0d5a4b652216c>:0)
    12. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <c95265f74fdf4905bfb0d5a4b652216c>:0)
    13. UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:295)
    14. UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:288)
    15. UnityEditor.HostView.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:107)
    16. UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt) (at C:/buildslave/unity/build/Runtime/UIElements/Managed/IMGUIContainer.cs:198)
    17. UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Runtime/UIElements/Managed/IMGUIContainer.cs:338)
    18. UnityEngine.Experimental.UIElements.IMGUIContainer.HandleEvent (UnityEngine.Experimental.UIElements.EventBase evt) (at C:/buildslave/unity/build/Runtime/UIElements/Managed/IMGUIContainer.cs:322)
    19. UnityEngine.Experimental.UIElements.EventDispatcher.DispatchEvent (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel) (at C:/buildslave/unity/build/Runtime/UIElements/Managed/EventDispatcher.cs:250)
    20. UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Runtime/UIElements/Managed/UIElementsUtility.cs:256)
    21. UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Runtime/UIElements/Managed/UIElementsUtility.cs:78)
    22. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUIUtility.cs:175)

    Exporting Objects window is stuck on 94% saying Exporting object Plane

    These are my settings

    However, I am able to close the Export window, which stops the progress, but not able to export :(
    Ticking "Obj Name Add Id Num" doesn't fix it settings temp.JPG

    Here is what my Plane object looks like - notice it has no material
    plane temp.JPG
     
  48. lolclol

    lolclol

    Joined:
    Jan 24, 2013
    Posts:
    177
    I get this message: could not export texture where i have already enabled read/write check boxes for the texture.??

    Any tips??
     
  49. Zihaben

    Zihaben

    Joined:
    Apr 6, 2015
    Posts:
    4
    just butiful.
    thank u kind man!