You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. Prepare your Assets Any media or data that can be used in your game or Project. Make a preset or a custom scene exporter to automate or simplify the selection export process.Remove unwanted data from your scene and export the whole scene.Export only the selected objects if your application supports it.If you choose to export only specific objects in your scene, you can: You can optimize the data in Unity by keeping only the essential objects. More info See in Glossary objects are essential but others may be unnecessary.Īpplications often let you export selected objects or a whole scene. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Think about what you want to export: some scene A Scene contains the environments and menus of your game. In addition to these generation guidelines about exporting from 3d modeling applications, the following sections contain more specific information for these 3d modeling applications: Verify and import the FBX file into Unity.Check the FBX settings before exporting.Prepare what you need to include inside your 3D modeling application.Select what you want to export inside your 3D modeling application.Use these guidelines to help ensure the best results: Unity supports FBX files which you can export from many 3D modeling applications. For more information about importing these file formats, see the SketchUp Settings and SpeedTree topics. However, there are two file formats that do not use FBX as an intermediary: SketchUp and SpeedTree. Note: This section provides information about proprietary file formats that use FBX conversion.
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