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Blender to Unity FBX Export. Nightmare for anyone else?

I'm an amateur when it comes to blender, but it seems that exporting meshes and armatures with animations to Unity as an FBX is a nightmare for some others as well.

Most posts I've reviewed are older though, so I'm hoping that this can become a modern post that can help me learn, and others. For context, I am using Blender 5.0 and Unity 6.2

My understanding currently:

Unity uses a left-handed coordinate system.|
Up is +Y,
forward is +Z,
right is +X.

If you point your left thumb along +X (right) and your left index finger along +Y (up), your left middle finger points in the +Z (forward) direction, which matches Unity’s axes.

Blender uses a right-handed coordinate system.
Up is +Z,
forward is −Y,
and right is +X.

If you point your right thumb along +X (right) and your right index finger along +Y (forward), and your right middle finger will then point along +Z (up).

Now, I've come across a myriad of issues when exporting. A lot of difference sources are saying these are things to check:

1. Bone Rotations
2. Applying rotations and transforms
3. Setting origins to center mass
4. Setting origins to world grid
5. Apply transforms in the export settings
6. Don't apply transforms in the export settings

And yeah, the list goes on.

I think the main issue I've seen online, and experienced myself, is that meshes and bones have rotations applied at a 90 degree angle, or a -90 degree angle, or even an 89.00 degree angle.

Or if you have separated meshes, transforms/rotations apply correctly to one and not the other.

\------------------------

Things I've tried:

1. Addons
2. Bake axis conversion in Unity
3. Physically rotating the mesh/armatures in blender before exporting
4. Recalculating bone roll
5. Setting Origins to every possible option that makes sense before exporting
6. YouTube videos.

https://www.youtube.com/watch?v=-QARA\_JjbUs&list=LL&index=1&t=747s
This guy was super helpful in explaining things, but at the same time didn't resolve all of my issues. Just helped with knowledge.


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Last thing to note...

I have been successful in actually getting an export where everything is as it should be, and animations look good and all. I just don't know why or how.

With that said, is there anyone with the knowledge and willingness to share a 'definitive' method of exporting a FBX to Unity?



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DAILY Free assets - Unity Asset Store - till the end of the year
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Some people paint, I do level design. It’s my passion
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Only 36 days till launch with the game I made in Unity...
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1
I want to create this effect in Unity

https://preview.redd.it/3viep47e7b9g1.png?width=958&format=png&auto=webp&s=7e532a43a637f2fa4db84905a6d2489fcc56da34

Hi! I’m trying to recreate a material like a glwoing marshmellow : very smooth matte surface, with a soft glow that feels diffused (not a sharp emissive).

In Unity, would this be done with subsurface scattering (SSS), or is it mainly emission + bloom / some shader trick?

If anyone has good references / tutorials (URP), I’d really appreciate links or tips on the right approach + settings.
Thnaks in advance!

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Mouse click on object

I can be very dumb but I'm in despair. I'm trying to create a hidden object game, and the main requirement is detecting a left mouse button click on an object. I tried everything but nothing work. ChatGPT cannot help either, or maybe I just dumb as hell.

I've added object, added box collider 2d, added noscript as in tutorials, attached it to the object. And it doesn't work. I tried all way, all possible ways. Can someone help please? It's a very very simple thing but I cannot do this.

using UnityEngine;


public class Click : MonoBehaviour
{
    void OnMouseDown()
    {
        Debug.Log("+");
    }
}

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Light It is now available offline to play as APK.
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How can i turn these sprites into one single sprite sheet ? Is there something built-in Unity to do that or do i need to make a sheet myself in Photoshop, Paint, Gimp etc ...

The sprites are singles but i want'em to be like in the second image

yeah like in here basically



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