Use Blender file in Unity with Blender 3.0.0 - unity3d

long story short:
To use blender models in Unity you need to install a Blender Version 2.X since the (in Unity integrated) python script that converts the models doesn't support 3.X yet.
Edit: As it stands now Unity and Blender 3.0.1 and onwards work properly together.
(source: https://forum.unity.com/threads/unity-issues-with-blender-3-0-version-reading-issue.1207444/)
Original Question:
I got a new PC and tried to open my Unity (2021.1.5f) Project, which uses blender models. When opening the project i got errormessages saying "Blender could not convert the .blend file to .fbx file" and when i hit play there were spawning a bunch of empty Gameobjects called "missing prefab (dummy)". Also not all models were missing. Only the blender files (i think).
So it looks to me, that there might be a problem with blender 3.0.0, which is the newest version to download. In the unity Forum the user "Kurt-Dekker" already is helping people indicating to a Python script in the UnityEditor Directory "Unity-BlenderToFBX" but i didn't find an updated script that fix the issue with blender 3.0.0.
In case anyone is getting similar issues, i solved the issue by installing an older blender version (i use 2.8).
Is there anyone who knows how to fix the script for blender 3.0.0? :)
Hope i could help someone bypassing the problem for now and have a good day

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How do I export a steam game into a unity package

I've been wanting to mod hollow knight for a while now and since I have recently gained experience with the unity game engine I thought I would try it out. The only problem is I can't really find a way to export the files into unity and so far have found no tutorials online maybe exporting it into a package is not the answer so I'm just curious on how to import the files into unity.
That's not really how game modding works. You won't be able to import the compiled game's assets into Unity. If the game uses the Mono runtime (not IL2CPP), you can find the DLL files that contain the game's logic, decompile them (using a decompiler like dotPeek), make modifications to the game's source code (for example, adding your own logic to change behavior and load additional assets), recompile the code, and replace the game's original DLLs with your modified version.

I'm trying to learn c# using some unity classes but I'm having some problems

I'm taking a class on making 2d games in unity, but unity won't open the game file. The error message is: Project path does not exist C:\users\Ohy0y\oneDrive\unity\NewUnityProject. Please note that the unity folder is not official, it is made by me. I have updated unity, deleted every previous version of unity, and tried to redirect the path into an empty folder.
This is my first day learning unity so I may be missing something obvious, please answer if possible!
A "game file" does not exist in Unity. In Unity, you have a specific folder structure. The project folder is the folder your Assets, ProjectSettings, Packages,... folder is inside.
In Unity Hub, remove the project you are trying to open from the list of projects and add it again by chosing your project folder (the one containing the Asset folder and such).
If that doesn't work for you, please specify why and try the following step:
In your project folder go into the ProjectSettings folder and open the file "ProjectVersion.txt" and tell me what the first line sais (m_EditorVersion: xxx). This is the project version, i.e. what Unity Version was used to create the project. That version should match the Untiy version you have installed.
Also, gernerally speaking, Unity Answers is the better platform for you to get quick answers to simple Unity related questions.
If you want to run your Game (Game File), you need to create a build first.
But of course you need to build a working scene first. If you have problems just opening the project with unity, i would try making a new project outside onedrive.

TypeLoadException after loading .NET 4.5 C# DLL into Unity 2018.2.5

I want to be able to feed the camera frames from a webcam into Unity. I made a .NET 4.5 C# DLL using MediaFrameReader and event listeners. Here is some other user's implementation for accessing the Hololens camera frames: Hololens - Access Camera Frames.
When I import the DLL into my 2018.2.5 Unity project, it gives me the following error:
Unloading broken assembly "....", this assembly can cause crashes in the runtime
TypeLoadException: Could not find method due to a type load error
The C# plugin built successfully many times on Visual Studio. Also, I have properly set the Api Compatibility Level (in player settings) to .NET 4.x. What could be the fix to this?
All the other SO answers related to this I have already taken a look, but does not seem to help the problem. Thanks for all the help.
EDIT: https://issuetracker.unity3d.com/issues/unity-fails-to-load-net-4-dot-6-assemblies-with-typeloadexception is the most relatable post, but had no solution.
I have few possible solutions for you to explore.
DLLs issues:
Workaround:
Comment your UWP code (the part that uses the DLL), then build it in UNITY without the DLL. In the generated UWP solution, install the package from nuget or manually import the dll, then uncomment your code and finish your development. This is a short-term solution.It is going to be annoying as you re-build your solution many times and have to comment/uncomment then re-add dlls and so on.
Other possible solutions:
Failed to run reference rewriter with command error with unity error when adding a DLL to the assets folder
Your exact need
From your description, you really do not need everything in the link you referenced (Hololens - Access Camera Frames). You need much simpler version. I recently created MediaCapture solution for HoloLens as a workaround because PhotoCapture in Unity is not working in the HoloLens and everything is working without any additional DLLs. I will post for you few links to see if it may help you:
MediaCapture Unity & HoloLens: https://github.com/MSAlshair/HoloLensMediaCapture
This maybe a good start for you. You can combine it with your original reference. Use this project as starting point to make sure your project is building correct, then use the necessary code from the other resource that you posted to accomplish the task that you desire. You may need to download Unity 2018.2.12f1 because I didn't test it in 2018.2.5
MediaCapture & PhotoCapture: Hololens font camera
Good Luck!

Unity - NavMeshComponets not completely implemented in Unity 5.6

I have a question about the new NavMesh in Unity 5.6. I am not able to find any of the mentioned in the 5.6 release notes new Nav Mesh components (navMesh Surface, (Volume) Modifier).
I do not really know how to easily get them. I have already downloaded the files at: https://github.com/Unity-Technologies/NavMeshComponents and I am planning to implement them in my project. I think is weird that you have to manually download them from GitHub, when they mentioned them in the Unity 5.6 release notes.
Do you know an easier way to use them in Unity?
Friendly Greetings, Quinten

Unity3D gives version error when .blend file is placed in unity's assets folder

When I copy .blend file in Unity's Assets folder it says
Blender could not convert the .blend file to FBX file.
You need to use Blender 2.45-2.49 or 2.58 and later versions for direct Blender import to work.
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEditor.DockArea:OnGUI()
But I am currrently using version 2.7. I am using a .blend file from internet source to use in my game. Does re-saving help in getting rid of errors or is there another possible and efficent way to resolve this issue ?
Although Unity has full function over .Blend files I belive downloading the .Blend file from the internet is the problem
( You may test that theory by exporting a simple model of your own and see if it works with Unity )
If your test model works then it's obviously something wrong downloading it from the internet.
I've had problems with this before and to date have had no solution I suggest trying to copy the model and model it for your self ( perhaps even copy and paste it from one project file to another)
One obvious sign that it will not export correctly is if editing your model in blender sends the model into a orange tint and the object would not be able to be edited....
In conclusion the best thing you can do if it's the internet to blame is attempt to recreat the model and/or animations :) hope it helps and good luck :)