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Textures in Unity vs Textures in KSP


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I thought i would join various parts of my model in blender to reduce the object count in KSP. That seemed to work fine. Imported the model in Unity with all of the various textures assigned to different parts of the model, they were still linked from when the model was made of several different objects. Everything in unity shows up fine. Write the part and past it into KSP, overwriting the old information. Fire up the game and the model is invisible except 1 small part of it and it has the wrong texture on it. Any ideas?

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You can only apply one texture per object in Unity when using the KSP shaders, outside of emissives and normal maps and similar. What's probably happening is Unity is getting "confused" with the new model asset and textures, or something like that.

I recently redid all my parts so they were one object, and I had to re-UV map and recreate a new texture for the object.

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I thought i would join various parts of my model in blender to reduce the object count in KSP. That seemed to work fine. Imported the model in Unity with all of the various textures assigned to different parts of the model, they were still linked from when the model was made of several different objects. Everything in unity shows up fine. Write the part and past it into KSP, overwriting the old information. Fire up the game and the model is invisible except 1 small part of it and it has the wrong texture on it. Any ideas?

Sounds like you still have more than one image file attached to that mesh.

What you need to do, is:

1. Go to Edit mode in blender, select ALL on your object

2. Go to the UVimage editor and you will see some are white, some are orange - the white ones are assigned to a different texture.

3. in the UV image editor, select all the vertices, and then OPEN the image or REPLACE the image with the one you want them all to use, it will

then correct the piece that is trying to use another texture.

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