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Local Origin / Pivot Issue when Importing from Blender to Unity


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I'm trying to make ladders and airlocks for my part, and the tutorial states that "Kerbals climb up the ladder's local Y axis, facing local Z". I've set the local Y and Z for the origin of the part in Blender, as you can see here:

(green is y and blue is z)

3Aeczn0.png

but when I import the part to Unity and check the part with the view settings set to Pivot and Local, I get this instead:

(and yes, y is still green and z is still blue)

upbnCNh.png

I'm sorry if this is either really obvious or has already been answered, but I have no idea what is going wrong. :(

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Unfortunatly, Unity and Blender don't use the same XYZ orientations. Now I believe that you can change that in blender (perhaps in the export settings), but I just find it easier to spawn in cube or a capsule in Unity (Gameobject > Create other> Cube) and then give it a collider. (you can also use a empty object and go through Component >Physics > Box collider).

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Unfortunatly, Unity and Blender don't use the same XYZ orientations. Now I believe that you can change that in blender (perhaps in the export settings), but I just find it easier to spawn in cube or a capsule in Unity (Gameobject > Create other> Cube) and then give it a collider. (you can also use a empty object and go through Component >Physics > Box collider).

I gave that a try and it works :D Thanks!

Also, out of curiosity, do you know how to get the CrewHatch dialogue to ingame? My kerbals and enter and exit the vehicle just fine, but I can't find a "Crew Hatch" over the airlock like I can on stock modules.

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Yeah, I usually use a box collider for the airlock/hatch, and a capsule collider for the ladder.

I gave that a try and it works :D Thanks!

Also, out of curiosity, do you know how to get the CrewHatch dialogue to ingame? My kerbals and enter and exit the vehicle just fine, but I can't find a "Crew Hatch" over the airlock like I can on stock modules.

As long as the airlock collider is configured with the "airlock" label, it should be clickable, but it seems a little picky about placement. Some of the tutorials say the hatch collider should slightly intersect the part's physics collider, but I found the opposite to work better. I make it almost touch, but not quite, and I get a clickable hatch, though you kinda have to click it just right (sometimes it doesn't pick up the click).

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I gave that a try and it works :D Thanks!

Also, out of curiosity, do you know how to get the CrewHatch dialogue to ingame? My kerbals and enter and exit the vehicle just fine, but I can't find a "Crew Hatch" over the airlock like I can on stock modules.

That's probably because your ladder collider is larger than your hatch collider, make it 'cover' the ladder and everything should work fine.

Here's the ladder/hatch setup that I use: ( Box Collider = hatch, Pill = ladder).

9iZ25iC.png

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