If you are converting a greyscale image into a normal map, you don’t need to worry about this. If the seams are still present with these settings, enable Split tangents across UV seams. This will prevent odd-looking seams in lighting due to tangent splitting. If you have a character with a normal map that was generated from a high-polygon version of the model, you should import the game-quality version with a Smoothing angle of 180 degrees. For more details about animation import options see the section on asset preparation and import in the Mecanim animation system. AnimationsĪnimations are automatically imported from the scene. In this case you should disable the Generate Colliders setting.
Instead, you will have to use Primitive colliders. If you are moving the object around (a car for example), you can not use Mesh colliders. It will be considered solid as far as the physics system is concerned. When you enable Generate Colliders in the Import Settings, a Mesh collider is automatically added when the mesh is added to the Scene.
Mesh colliders are components that use imported mesh data and can be used for environment collision. Unity uses two main types of colliders: Mesh Colliders and Primitive Colliders. If Unity succeeds in finding an existing material then it will use it for the imported scene, otherwise it will generate a new material.The scope of the Material search is defined by the Material Search setting. Unity will try to find an existing material with that name.Unity will pick a name for the Unity material based on the Material Naming setting.If it is enabled then it will do the following: Import Materials is unchecked), then it will assign the Default-Diffuse material. Place your textures in a Textures folder at or above the asset’s levelįBX importer options for the model Material Generation and Assignmentįor each imported material Unity will apply the following rules:. In this case, it is not guaranteed that the right one will be found. Although slightly slower, the main disadvantage of the exhaustive search is that there could be two or more textures in the project with the same name. If this fails, an exhaustive search of all textures in the project will be carried out. First, the importer will look for a sub-folder called Textures within the same folder as the mesh or in any parent folder. Unity will attempt to find the textures used by a mesh automatically on import by following a specific search plan. Here are some guidelines for directly supported 3D applications, others can most often export file type listed above. Less validation, so it is harder to troubleshoot problems.Files can become bloated with unnecessary data.
Verifiable data (re-import into 3D package before Unity).obj files, FBX exporters can be found here and obj or Collada exporters can also be found for many applications
Blend file formats from 3D Studio Max or Blender for example.Įither should enable you to get your meshes into Unity, but there are considerations as to which type you choose: Exported 3D files Proprietary 3D application files, such as.Importing meshes into Unity can be achieved from two main types of files: Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Unity does however have great interactivity with most 3D modelling packages. Aside from some Asset store plugins, Unity does not include modelling tools. Meshes make up a large part of your 3D worlds.