Questions tagged [asset-workflow]
The asset-workflow tag has no summary.
42 questions
0
votes
0
answers
69
views
Writing a QC file to port from Blender to SFM (Source Filmmaker)
I'm trying to write this QC file, and I have no idea what I'm doing. Tutorials I'm sure are helpful, but there's something wrong and I don't know what it is.
When I try to use Crowbar to compile it ...
1
vote
1
answer
245
views
ASSIMP texture path is bad for GLB exported from Blender
I'm exporting to GLB from Blender and the path returned by mat->Get() is "*0" so my LoadTexture fails.
I am fairly new to Blender, but the material options for the exporter are few. This ...
0
votes
0
answers
284
views
How to import / recreate complex material from Blender in Godot?
I ran into an issue when trying to import a complex shader material from Blender to Godot.
Inside Blender 4.0:
Inside Godot 4.3:
I exported it as glTF 2.0, but all the materials result just white.
...
3
votes
0
answers
126
views
What are all the special naming conventions that Unity considers in the asset importer?
Scanning through some Unity documentation, it's apparent that the Unity Asset Importing workflow has some built-in special behaviors that are triggered by asset naming conventions.
For instance, with ...
0
votes
0
answers
76
views
Can I save blended animations as .anim?
I've got two animations, and they blend well. Can I save the thing as a singular .anim file ?
2
votes
2
answers
96
views
Moving "theme" file to a different folder - is it possible to update the resource paths within the "theme"?
Assume the following: One theme is created via the Godot Editor (version 3.5) and saved under res://themes/my-theme.theme. Due to changes in the project's file ...
0
votes
0
answers
103
views
How to load a whole folder of assets without using a Resources folder?
I have a folder full of images that I want to keep ready in a script. The Unity way to do this is to have a MonoBehaviour with, for example, a ...
0
votes
1
answer
191
views
How to save and instantiate game data containing lists of polymorphic types
Let's say I have a class named Entity such as:
...
0
votes
1
answer
387
views
How to read/edit data compressed in ZXML format for modding the game Chocolatier?
I'm trying to mod the game Chocolatier from 2007. It has two .xml files, but they don't look like conventional XML when I open them in VS Code or Notepad++. Here's a sample of what they look like:
...
0
votes
1
answer
685
views
How to export ONLY animation clips from Blender to Unity to organise them in different files
When you start with the Unity 3rd person template, you see the animations (actions) being neatly organized as separate files:
I know how to export a model with the mesh, materials, and actions:
But ...
1
vote
1
answer
3k
views
Where should I put a JSON file to be readable in a Unity build?
I have a file which is created manually. In what folder should I put it so I can read it in a build?
For example Application.dataPath in editor reads the file from ...
1
vote
0
answers
76
views
How to encourage reuse of 3D models in a team of 3D artists?
What would be a pipeline that would help our team reuse 3D models/assets?
We've got 10 3D artists that create game characters and we want to facilitate discovery and encourage reuse of 3D assets.
Good ...
-3
votes
1
answer
198
views
Is it possible to create map files for a 3D game using AutoCAD and 3ds Max?
Is it possible to make maps for games using AutoCAD and 3ds Max?
I am studying architecture and I am making pretty good making 3D objects. I would like to make them for games, but I don't know what ...
2
votes
0
answers
172
views
How would one make a custom inspector for built-in assets?
I'm trying to see how I could either modify, append or completely override what the inspector shows for a selected built-in asset.
Specifically, I want to override what the inspector shows when you ...
1
vote
1
answer
272
views
Filter PNGs whose filenames end in "_Normal" using preset manager
I have made specific presets for textures like Normal or Emission maps. After they are imported I have to manually select each one and assign the proper preset.
I want to automate this process. To do ...
4
votes
1
answer
2k
views
How can two people simultaneously edit one game project?
I've been looking for a workflow that allows two game developers to simultaneously work in real-time on the same project, much like Roblox Studio.
I tried using Unity, but out of the box its ...
0
votes
1
answer
1k
views
Objects lose their individual positions and rotations when imported from FBX using Assimp
I am a newbie trying to learn DX11.
I successfully put my obj model into the program by using assimp.
Unfortunately, I cannot load the same model in fbx format correctly (both of them were exported ...
0
votes
1
answer
214
views
Managing multiple animation files in a Unity project
I am on my project, but find it hard to understand what I'm missing from those few animation and rigging tutorials.
I have an FBX I modelled and rigged from blender... Or I could just take a model ...
1
vote
0
answers
332
views
Parsing Sprites from Spritesheet
How can I parse a spritesheet consisting of scattered sprites with different sizes, like this example and return the (x, y) and ...
1
vote
0
answers
218
views
How to use HD and SD sprites in Unity addressables
I am able to load sprites using Unity addressables. But how can I use SD or HD variants of a sprite based on my device resolution?
Previously I was using LIBGDX, and it has ...
1
vote
1
answer
285
views
Should I use a database to store ~10 000 names in a sports game?
I'm working on a single player sports game for a year or so and this doubt came up: how should I treat/store big amounts of data, like player names.
Let's take an arbitrary number as example: 10000 ...
2
votes
3
answers
4k
views
Is it better to create a scene in blender or in Unity?
First of all, I am really new to all of this.
It's really confusing me whether it's better to:
create a scene and then import it into Unity,
or just create objects like characters, chairs, etc. in ...
0
votes
1
answer
197
views
How to author custom objects in a tile map?
I've been using Tiled for my game engine but for objects I have to use points on an object layer and give it a name and use that to create map items in-game. This is really inefficient as I don't want ...
4
votes
0
answers
97
views
Reuse assets across different rendering pipelines
What is the best way to handle same project with two rendering pipelines that share 99% of the Assets?
We have one really big project for which we've decided to try and use both the URP and HDRP ...
1
vote
1
answer
104
views
How to search for all uGui scripts in scene in the Unity editor?
I have many game objects whose properties I need to edit because of a bug/error.
However, this is very time consuming, because I need to check each game object one by one.
Is there any way to search ...
2
votes
1
answer
2k
views
How to check version of Unity package in project through script
I'm writing an asset that will be used by many people, but it depends on TextMeshPro (TMP). I ran into a bug in TMP that can only be fixed by upgrading to a preview version. I want to warn users that ...
1
vote
0
answers
84
views
Reusing tilemap segments
I'm wondering how I can incorporate reusable tilemap segments in my workflow.
For example: I construct a room out of my tile palette, and I want to reuse this room in multiple places.
Is there some ...
0
votes
1
answer
275
views
How can I export a 3D model with keyframes to use in Blender?
I'm currently trying to export some 3D data and load it into Blender, but I've encountered some problems at the time of processing the meshes. They all have keyframes (nothing too complex, just ...
3
votes
1
answer
2k
views
Workflow for authoring hitbox data for a 2D fighting/platformer game
I understand that collisions in fighting games are detected using hitboxes and hurtboxes associated with specific frames of the animation
I am looking for techniques to author the data for these ...
0
votes
0
answers
42
views
Import animated mesh without a rigged skeleton / armature
How can I import an animation of a mesh that was not animated using rigging, skeletons, or armatures from blender? There's got to be a way.
1
vote
2
answers
113
views
Baking details to a low poly model asset - used on enviroment or “world” geometry?
Usually for the game objects a high poly model is prepared, to then transfer the details onto a low poly model, so that it can be rendered in realtime.
Is this workflow always used, with any object?
...
3
votes
1
answer
3k
views
Should non-power-of-two textures be resized to be a power of two?
I have a texture that is 1024x900. Should I resize it in Photoshop to be 1024x1024 or leave it as it is?
What about a texture sized 1000x900?
3
votes
0
answers
412
views
ASSIMP - Hierarchy Import
I'm, trying to wrap my head around assimp to import some files, including fbx/obj etc.
Normally my experience tells me that I start at root node and then recursively load child nodes until I load the ...
0
votes
1
answer
1k
views
Asset Bundle hashes appear inconsistent
The flow I see people discussing using is the following
In your build asset bundles step, grab the hash of each bundle
Store that on your server somewhere
Fetch those hashes at runtime
Use the ...
1
vote
0
answers
56
views
Workflow to animate character rig with an already animated model
How should I go about animating character rigs (walking, running, ducking, ...) with already animated assets? Do I load the animated asset into the project file of my character rig or do I attach the ...
6
votes
3
answers
1k
views
Blender assets management and workflow for Unity project
I'm trying to decide how to manage my 3D assets, and even how I should construct a world for my game.
I should maybe explain, my game is basically a single explorable world set in a school. It's ...
0
votes
2
answers
199
views
Backing up non-text based assets
I'm using a Source Control Management tool (git) for backing up configurations, code etc. But how do I manage art assets and other game assets that are in binary formats, and tend to be big (animators,...
1
vote
1
answer
84
views
Referencing in unity
Background: We have two people in the team, one of which is a UI designer and the other is the Unity3d developer. The designer makes the 3d models in Maya and sends them to developer so that he can ...
2
votes
2
answers
492
views
How can I name and organize resources at design time?
I'm having a very hard time trying to figure out a good way to add new resources to my game project in a way that's convenient for designers.
To try and better understand the problem, I'm trying to ...
1
vote
1
answer
89
views
Art asset creation workflow question: are there any neat ways to save your work and automatically export it to desired format?
To be specific: I have used GraphicsGale for pixel art sprites. The program saves its files in its own format (.gal, I believe), but the images in my game have to be .png. Saving it to .png loses ...
1
vote
1
answer
108
views
Export object or scene with textures
Is there a way to export or publish some work to a folder so somebody else can open the .max file and does not have to reassign all the textures again?
My problem is that i used lots of textures ...
1
vote
1
answer
755
views
Asset workflow for Blender models?
As a coder, I don't have much experience in asset creation workflow. I'm trying to figure out the best way to work effectively with Unity + Blender combo. I don't export to FBX, I prefer to work ...