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[SOLVED] Part is Invisible in Unity


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I'm going to ask the dumb question first... when you imported it, did you rescale it? Particularly with .fbx format, Unity for some reason imports them at tiny scales. You fix that by selecting the model in the 'asset' window (not the hierarchy view ) and looking at it's 'general' properties tab in the Inspector panel. If it says .01, there's your problem. Change that to 1 and click apply and you're good to go.

If that WASN'T the problem... let us know and we'll start on the less common stuff.

I don't see your texture imported yet? Unity SHOULD just show it as grey until you import a texture and assign it to the material, but I'd do that next if it's not the scale problem.

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Aha, that was it, thanks! I have yet to create the texture, I just wanted to get the unity stuff out of the way and make sure that it works. Also quick noob question.. should I convert my model to tris before exporting to unity, or will it automatically do it?

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Ok thanks :) Just one more question: I have gotten my model into KSP, but I can see the collision meshes, and if I try to take away their material the part doesn't load... is there an option I can use in unity that makes them invisible? Thanks again :)

EDIT: Nevermind, I just removed the model part and left the collider and it works now :)

Edited by Quiznos323
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If you're using mesh for a collider, you'll need to remove the mesh renderer component from that object. Do not remove the mesh filter component, though.

Having said that, unless you really need a specific shape, do look at using Unity's primitive colliders instead as they're easier for the physics engine to handle.

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