how to import fbx file as a group in unreal engine 5 - import

I have quick question For unreal engine 5 masters
I have an issue with import FBX file as a group in unreal engine 5
notices that I tried to import my building as a FBX File and its import incorrectly as a single body that's not wanted to
I need to be they import as a group

Related

I want to connect excel and unity

i want to connect Excel or Google Sheet to Unity. I want to extract values from them and apply them directly from Unity. I already tried this, but failed my all try. if you find many ways, tell all of them to me
I make google sheet and import sheet read unitypackage. but didn't work
In order to use a spreadsheet file's contents in Unity you need to:
Save the Excel file as a CSV file by going to File > Save As and
selecting the CSV format in the Save As dialog box.
Import the CSV file into Unity by going to Assets > Import Package > Custom Package and selecting the CSV file in the Import Package dialog box.
Use a plugin or script to read the CSV file in Unity. There are
several plugins and scripts available that can help you read CSV
files in Unity. For example, you can use the EasyCSV plugin, which
can be found on the Unity Asset Store.
Once you have imported the CSV file and are able to read it in
Unity, you can access the data in the file and use it in your game.

I want to import an external fbx file to a stand alone unity project

Hello how can I import an fbx file to a unity build project without using unity engine.so I can access the new fbx file from the exe that I have built.
Use this link It will work for sure. It can handle all formats like fbx, obj, glb, gltf etc.

Unity3D problems with FBX models

I am currently trying to make a game in Unity but have encountered a problem that I've tried to solve for a couple of hours without success.
I've downloaded a package from the Asset Store with a foundation to a game. In this downloaded project the models used for the game is stored in one .FBX file which contains all the individual models. The creator of this package has a method for "re-skinning" these models, where he says that one should open the .FBX in 3DS Max, attach your new model to the old, and then remove the old model.
I've done a character in MagicaVoxel which I then export as an .OBJ and import it to 3DS Max and follow his instructions. But when I export the new .FBX with my new model and test it with Unity the model is super tiny and the colors are wrong. This is especially weird because all the other models are perfectly fine.
Have tried numerous ways, but since I'm new at both Unity, MagicaVoxel and 3DS Max I haven't the skill to solve this problem myself.
Thanks in advance!
Rasmus

Umbrella Imports with Dart/Flutter

I am developing a plugin for Dart (Flutter). I have split up the source into many different implementation files to keep things clean and avoid having one massive file.
The problem is, I don't want users to have to import tons of source files whenever they want to use my package.
Is there any way, in flutter or Dart itself, to be able to declare some sort of umbrella interface?
In your plugin, you have a lib folder. Create a lib/src sub-folder and move the bulk of your implementation files there. It's typical to be left with just one file in lib e.g. someplugin.dart.
In there you can have any top level classes or functions but this is where you include the implementation source files using the export directive.
Here's an example from the google_sign_in plugin, from google_sign_in.dart:
import 'dart:async';
import 'dart:ui' show hashValues;
import 'package:flutter/services.dart' show MethodChannel;
import 'package:meta/meta.dart' show visibleForTesting;
import 'src/common.dart'; // this import is only required if used by some top level
// class lower down this file
export 'src/common.dart'; // this export means that your plugin's users don't need
// to import it themselves

Is there any way to import solidworks files into unity as assets?

I'm attempting to program a simple chess game using the unity game engine. However, I can't work out how to import the assets that I've created in Solidworks into Unity.
Is it possible to do?
SolidWorks files tend to describe parametric geometry, such as NURBs, but most game engines prefer to work with raw polygons.
Unity has direct support for the following model formats: FBX, OBJ, DAE, 3DS.
SolidWorks can export to STL format, which other programs should be able to convert to OBJ, DAE, and/or FBX. Recommending a specific tool is beyond the scope of Stack Overflow, but I know that such tools exist. I recommend searching terms such as "stl to obj conversion".
These sorts of headaches are fairly common with 3D assets, since so many programs use customized file formats.
Also with 3DS studio max, you can directly open Solidwork files and then export as them as .fbx (you need to have Solidworks installed in the same machine as 3DS Max).
about SolidWorks (SLDPRT, SLDASM) Files:
http://help.autodesk.com/cloudhelp/2015/ENU/3DSMax/files/GUID-861F1B25-0F1B-4E79-A660-821F4CD2175B.htm
Other free tool for converting 3D files: (can save as .obj, which unity reads)
MeshLab
http://meshlab.sourceforge.net/
*Update for 2018:
Unity has partnered with this CAD importer company, and its available to purchase from: https://unity3d.com/pixyz
They support pretty much all the available CAD formats, including SolidWorks
full importer list at https://www.pixyz-software.com/plugin/
Just for reference, since Solidworks 2019 it is not necessary to use any AddIn/3rd Party Plugin. It is supported out of the box: https://help.solidworks.com/2019/english/whatsnew/t_export_using_extended_reality.htm
the "XR exporter" in SOLIDWORKS will allow you to export the model with some additional content (animation, appearances, metadata) to the GLTF / GLB fileformat and using the GLTF importer for unity (should be free) you're done.