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[TIPS] feel doing the same twice in blender and unity, one work the other don't why ?


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I ll try to make it clear with my crappy english, just hope this will help cause i can feel this weird thing apply to many situation.

I spend something like 3 4 days reproducing something that i already made and was unable to make it work properly. I finnally solved it this way:

Duplicating an existing object then transforming it in blender.

The object is now named "originalname.001" , " ... .002", "... .003" etc.

in unity this object is then named "originalname_001" and if you watch in the render/meshCollider component property "originalname 001".

(you can rename it if you want in blender or unity, verified it work too)

Doing so allow some things that don't work adding multiple mesh one after the other, to work just using some duplication of a single mesh transformed.

My best assumption about that is:

There's in some way some residual info regarding a blender object alternate "origin when created" (even if not directly seeable) that can create some unexpected results.

Don't ask me why in details, all i can tell is doing so make some thing you want to do work just using some duplicated object that you transform insteed of new inserted objects

(assuming the object you duplicate and then transform allow to do what you want if it's alone in unity without anything else, then it's transformed copy will also allow too when a new inserted object that's look exactly the same of the duplicated one don't , weird ... yes it is ...)

EDIT:

Clarification on how i figured this out:

When i want to test a new functionnality i often do a first shot rough prefab this way.

I add a single mesh in blender, duplicate it many time and roughly transform it to get a fast made part and then test if it work in ksp.

(and most of the time it work)

Then i remake the same prefab from scratch with finest detail adding each mesh individually, insteed of duplicate/transform the initial one and sometime, a part that look exactly the same don't work properly once in game, just because it's been made by inserting new mesh insteed of copying transforming one.

I tried to isolate each single mesh to see wich mesh from the remade prefab made things don't work and finally replaced this mesh by a copy tranformed of another mesh wich work properly if alone for the functionnality i want.

Kind of issue solved so far:

- Hatch exit obstructed with multiple collider (replacing the collider that obstruct the hatch by a transformed copy of one that allow the hatch to work)

- Animation preview flickering in unity (can create some collider issue if animate physics "on" even if the rendering play properly in game, replace the object(s) that make the animation preview flicker by some transformed copy fix the matter)

(speaking of animation, also notice that breaking a prefab in unity and getting some mesh collider out of the animation tree solve some issue with kerbal that are unable to get up on the floor wich are inside the animation tree even when the animation is not playing and the floor in itself never move in this animation. Simply get the floor collider out of the anim tree allow the kerbal to stand up normaly)

I m almost sure that the same process may solve a few other things.

around 23184856 or so edits later ...: *grumpf* ...

Edited by WinkAllKerb''
typo + additional info
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