Unity 3D importing - unity3d

I used to code in c# using Xna then I saw Unity 3D engine and I downloaded latest version installed correctly started development of my game but suddenly when I was importing my animated character Unity 3d blocked my pc ! I noticed that my keyboard goes off when that happened and I cant move arrow or call task menager I can only restart pc ! So brother and sisters help me on my way .

Model files that are placed in the Assets folder in your Unity project are automatically imported and stored as Unity assets.
A model file may contain a 3D model, such as a character, a building, or a piece of furniture. The model is imported as multiple assets. In the Project view the main imported object is a Model Prefab. Usually there are also up to several Mesh objects that are referenced by the Model Prefab.
A model file may also contain animation data which can be used to animate this model or other models. The animation data is imported as one or more Animation Clips.

What I understand in your question is that whenever you try to import assets into unity it makes trouble.
Try to place them in the folder in your drive and then run the project in Unity.
The normal path of Unity project is C:\Users\Public\Documents\Unity Projects

From what I understand; Your computer is spazzing out when you're trying to import Animated 3D characters into Unity 3D
I have faced a similar problem.
The solution I believe might work is :
Create the appropriate folders inside of unity. Assets > Models
Outside of unity, place the OBJ file for the models into your c:\Users\Public\Documents\Unity Projects\Your Project or wherever it might be, in the Assets\Models folder.
Then when you're inside unity, it should be in there without any issues.
That should do the trick.

Related

How can I pack files inside Assets in Unity to reduce the quantity?

I work with unity game projects with thousands of models and other resources inside the Assets folder. After a while, this becomes too slow and inconvenient, due to the constant refresh and meta files. Most of these files do not change constantly, so we can consider them static. Deactivating auto-refresh is ok, but there are still too many files.
Is there a way to pack a bunch of files so Unity only handles one file for all of them inside the Assets folder? I know there are packages, and budles, but to use them in the editor, you have to unpack them. Therefore, packages and budles wont' help me.
Thank you.
According to your situation, you can first try organising them in different sub-folders. If one folder contains too many objects, it will cause lag for sure.
Instead of having thousands of prefab objects, you can also try export those 3D per scene as fbx in unity. Then, import this fbx as single file.
By doing this, your scene become single fbx instead.
For level or scene design, we used to combine everything or pack everything into one fbx object as possible. only keeping the necessary props as individual prefab.
ideally, you should also optimise the packed fbx in other 3D software. for example, removing duplicated faces, invisible faces..etc This workflow can cleanup the whole scene, and run smoother in low-end device or VR mobile headsets too.

Empty Project in Unity 3D

I'm taking an online Unity3D class and after some straight C# stuff we're finally diving into Unity proper. When the teacher makes a project it starts with nothing but a Main Camera object. However, when I try to make a new project it comes with a directional light in the hierarchy window and some un-deleteable folders in the project window. Is there a way I can simply start the project as empty?
Your unity version is different (and that's ok)
Those undeletable folders are there because they are required by Unity in order to function correctly. And they actually exist in your teacher's Unity project too! You just don't see them because the root directory on your version of Unity is in a different place (previously the /Packages directory was hidden because the project window's root director was /Assets, if you were to open both projects in the file explorer window you would find them essentially the same).
The main camera and directional light are just helpful defaults, if you don't need them you can delete them (but most projects do need them).

I still don't understand why is it so hard to copy a simple small prefab from one project to another?

If I just copy the prefab file from folder to folder it won't work.
I will not see the prefab with all the materials textures.
In my original project after made changed to the GameObject in this case a door I dragged it to the Assets and a new prefab created. Now I want to copy and use this prefab in other project/s too.
Screenshot of the prefab in the original project:
Then in my new project after copying the prefab file only 7KB size:
Since it didn't work in the original project I did on the prefab right click and selected Export Package...
If I'm not checking to Include dependencies it will create a package and after importing it in the other new project it will not work again.
But if I check and use the Include dependencies it will make a package of more then 32MB file size with almost everything in my original project not only the door prefab I wanted.
Now it will work fine in the other project but it's crazy that I need to package almost the whole original project just for the door prefab.
In my new project I now so much things that are not connected to the door like scripts prefabs scenes.
And I did right click on the door only. I can't figure out why is it so hard to copy a simple small prefab and use it in another project.
Now in the new project I need to import the package and look in the screenshot the new package contains so much stuff look at the scroll bar on the right how many things it will import. 99.9% not connected in any way to the door prefab:
This is the only way to use the door prefab in another project/s
99.9% not connected in any way to the door prefab
It's wrong, they are relevant.
Scripts
The prefab has user scripts attached, then all the scripts will be included, because if you remove any class, the script may not be successfully compiled.
Models, Materials, Textures, Shaders
It looks like the prefab is created from a model, so all the model files, materials, textures and shaders will be included.
If a model file is a imported model (such as FBX), then the things (generated materials, animations, ...) related to this model will also be included.
Sounds
I see sounds are also in the list, so check your prefab, there may be a AudioSource with it.
So the conclusion is the simple small prefab is not simple in fact.

Keep the prefab connection when updating FBX asset

The steps I have perform:
Added an Fbx to Unity Project
FBX added to scene hierarchy
Make the Prefab of the FBX
Some assignment to prefab
Everything is working fine. I did assignment to prefab NOT FBX. Now the problem is when I importing the updated FBX, my scene object didn't updated as it links with prefab not With updated FBX. The connection of my hierarchy game object is now with prefab not with FBX. So, if I replace the FBX then, the hierarchy game object will not be update as it links with prefab not directly with updated FBX.
Is this possible to update my prefab with latest FBX** so I didn't assign again and again to my script.
OR
Any else solution.?
I guess this is the really general question which frequently face by Unity Developers. Please help.
Simplest solution that I've found for this problem is to bypass Unity's asset import system, and directly overwrite the FBX asset in your project's assets directory (eg. Copy/pasting through Windows Explorer).
Note that this will probably not work if your model has a rig/skeleton applied, and you've changed them/their relationship with the model in some way since the last version.
In those cases, I would advise just re-importing the model and setting up your prefabs again, or you'll start encountering some very peculiar behaviours. (Note that only changing animations/keyframes on a model has never created this problem for me, so in those cases you can stick to my original suggestion. Naturally you might have to change the frame ranges over which your animations are defined, though.)
Hope this helps! This is a bit of a workaround, but it has worked well for my workflow when I just want to quickly update and test assets.

Unity not loading project properly

Me and some of my mates work together on a project in Unity. When I try to load the project, one of them gave to me (via Dropbox or USB-Stick, doesn't matter), I keep seeing the empty Hierarchy-window (I don't even see a main camera), although he created some objects in the scene.
The scene is definetly loaded in the editor, the name of the scene is shown at the top of the editor. I am not even able to instantiate a prefab in that scene, prefabs from the project are shown with a grey file-symbol, not with the normal blue "prefab-symbol".
By the way: We are using Unity 5.0.x
I hope you have a solution for my problem :)
The problem was a wrong setting of the meta-files and a version-conflict of Unity. The project was created with Unity 5.0.0, opening it with Unity 5.0.1 did not work.