

Its standard in any studio to trial the pipeline first, you dont leave this stuff till the end. Thats what we do, we export with specific naming convetions and then unity automatically hooks everything up, creates materials, sets texture import settings, creates prefabs etc all automatically.Ĭlick to expand.Well normally you would research this first? Why did you go and create hundreds of things before knowing if your pipeline works?

Then you can write a custom importer / processor that can look for bits in names and auto hook them up. Most people tend to do texturing in a texturing app like substance painter anyway, which will output unity compatible versions easily and can convert easily This is because the unity shaders are different from the ones in most DCC programs, and each DCC will have its own shader.

You need to create unity compatible versions of your maps and most likely bring them in manually.

For more information, see the Importing Textures documentation."īut in general the textures are not going to all just come in automatically and perfectly from max or maya. This enables the Unity Editor to find the Textures and connect them to the generated Materials. " Note: You must store Textures in a folder called Textures, placed inside the Assetsįolder (next to the exported Mesh) within your Unity Project. Thats all that will import with it by default. Materials with diffuse texture and color.Meshes with vertex colors, normals and one or two UV sets (see below).
