![]() However, it requires manual object placement into the correct orientation first and wrapping it inside another GameObject. The second option, indeed, fixes the problem seen with the first method, and is a viable solution. You can fix this using the second option. You use Transform.forward vector to move the object in the direction it is facing but your model, instead of strutting forward, suddenly moonwalks backwards, or sideways. But the joy appears to be short-lived when you try to manipulate the object’s Transform in code. You have your model and you’re enjoying the fruits of your hard labor. The first option works great at first since you don’t have to do anything extra. Turned to Google to look for the “correct way” to export models to Unity.Positioned the model correctly in the scene view, slapped it inside an empty GameObject, created a prefab out of it, and called it a day.So what did you most likely do in those situations? You either: Objects are either way too big, or way too small, with the Transform Scale values being not uniform (1, 1, 1).Object Transforms have weird rotation values such as -90 on the X axis, 180 or -180 on the Y or Z axis.Chances are that the following will feel familiar to you: If you’ve ever had the pleasure of working in Blender-to-Unity pipeline, you will most likely have had weird behaviors in Unity after importing a model from Blender.
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