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Questions tagged [asset-workflow]

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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 ...
Aziah Hart's user avatar
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1 answer
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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 ...
Matt Meyer's user avatar
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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. ...
Seo's user avatar
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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 ...
Echoleta's user avatar
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I've got two animations, and they blend well. Can I save the thing as a singular .anim file ?
Reincarnated as a worldbuilder's user avatar
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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 ...
dsacre's user avatar
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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 ...
AyCe's user avatar
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1 answer
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Let's say I have a class named Entity such as: ...
Trobibot's user avatar
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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: ...
user4068's user avatar
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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 ...
Coykto's user avatar
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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 ...
Ivan's user avatar
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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 ...
abecadel's user avatar
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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 ...
Zmajcina's user avatar
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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 ...
Nosh Ware's user avatar
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1 answer
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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 ...
theCodeHermit's user avatar
4 votes
1 answer
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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 ...
user157901's user avatar
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1 answer
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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 ...
potter john's user avatar
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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 ...
Aeonitis's user avatar
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How can I parse a spritesheet consisting of scattered sprites with different sizes, like this example and return the (x, y) and ...
vikAy's user avatar
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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 ...
imViki's user avatar
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1 answer
285 views

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 ...
Gabriel Minosso's user avatar
2 votes
3 answers
4k views

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 ...
Kyi Zet's user avatar
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1 answer
197 views

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 ...
BBQGiraffe's user avatar
4 votes
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97 views

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 ...
Bobby Tables's user avatar
1 vote
1 answer
104 views

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 ...
questionasker's user avatar
2 votes
1 answer
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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 ...
Adam B's user avatar
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1 vote
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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 ...
ralh's user avatar
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1 answer
275 views

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 ...
Ricardo's user avatar
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3 votes
1 answer
2k views

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 ...
Mansur's user avatar
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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.
Batman's user avatar
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1 vote
2 answers
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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? ...
CloudRiro's user avatar
3 votes
1 answer
3k views

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?
AzulShiva's user avatar
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3 votes
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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 ...
Dariusz's user avatar
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0 votes
1 answer
1k views

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 ...
Tom's user avatar
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1 vote
0 answers
56 views

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 ...
AndyPass's user avatar
6 votes
3 answers
1k views

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 ...
hedgehog90's user avatar
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2 answers
199 views

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,...
thinkingUnity's user avatar
1 vote
1 answer
84 views

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 ...
erbdex's user avatar
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2 votes
2 answers
492 views

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 ...
kitfox's user avatar
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1 vote
1 answer
89 views

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 ...
Ghyl's user avatar
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1 vote
1 answer
108 views

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 ...
Madmenyo's user avatar
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1 vote
1 answer
755 views

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 ...
Marcin Seredynski's user avatar