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Help with importing blender enviroments

Discussion in 'Asset Importing & Exporting' started by MK47, Nov 24, 2014.

  1. MK47

    MK47

    Joined:
    Nov 21, 2014
    Posts:
    6
    I downloaded a blender prison model from blendswap and I imported into unity but the player just walks through the walls and stairs, how can I fix this?
     
    BrandyStarbrite likes this.
  2. BrandyStarbrite

    BrandyStarbrite

    Joined:
    Aug 4, 2013
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    I hope I read your question correctly.

    Did you add any Colliders?
    eg. Box Colliders etc. to the prison model?
    If not, that could be one of the reasons, why your player is going through the prison model, like Shadow Cat from X men. :p

    Check this out:
    http://docs.unity3d.com/Manual/CollidersOverview.html

    If the objects in your prison model eg. walls, floors, boxes etc. are made up of seperate objects or other.
    A few Box Colliders on each object might help.
    http://docs.unity3d.com/Manual/class-BoxCollider.html

    I hope I was able to help you!
     
    MK47 likes this.
  3. MK47

    MK47

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    Nov 21, 2014
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    Thanks that helped!
     
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  4. BrandyStarbrite

    BrandyStarbrite

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    Yay!
    Glad I could help! :D
     
  5. MK47

    MK47

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    Nov 21, 2014
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    I hope you can help me with texturing the ground as well, everything textures perfectly except for the ground the texture always seems stretched out. TY in advance.
     
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  6. BrandyStarbrite

    BrandyStarbrite

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    Show me a pic of it. :D
     
  7. MK47

    MK47

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    Nov 21, 2014
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    it's supposed to look this way:
    Capture.PNG
    but it looks like this:
    Capture2.PNG
     
  8. kburkhart84

    kburkhart84

    Joined:
    Apr 28, 2012
    Posts:
    910
    That would be an issue with UVs. They need to have less stretching. If you are doing some sort of automatic UV-mapping, you will need to modify it afterwards. If the area is pretty flat, the quickest way is probably just to do it with a quick planar mapping.
     
  9. BrandyStarbrite

    BrandyStarbrite

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    I was now about to say that this could be a UV mapping problem.
    But I was beaten to it! :p