Meshes make up a large part of your 3D worlds. Aside from some Asset storeA growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. More info
See in Glossary pluginsA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plugins you can use in Unity: Managed plugins (managed .NET assemblies created with tools like Visual Studio) and Native plugins (platform-specific native code libraries). More info
See in Glossary, Unity does not include modelling tools. Unity does however have great interactivity with most 3D modelling packages. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons.
Unity will attempt to find the textures used by a meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary automatically on import by following a specific search plan. First, the importer will look for a sub-folder called Textures within the same folder as the mesh or in any parent folder. If this fails, an exhaustive search of all textures in the project will be carried out. Although slightly slower, the main disadvantage of the exhaustive search is that there could be two or more textures in the project with the same name. In this case, it is not guaranteed that the right one will be found.
For each imported material Unity will apply the following rules:-
If material generation is disabled (i.e. Import Materials is unchecked), then it will assign the Default-Diffuse material. If it is enabled then it will do the following:
Unity uses two main types of colliders: Mesh CollidersA free-form collider component which accepts a mesh reference to define its collision surface shape. More info
See in Glossary and Primitive Colliders. Mesh colliders are componentsA functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info
See in Glossary that use imported mesh data and can be used for environment collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary. When you enable Generate Colliders in the Import Settings, a Mesh colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary is automatically added when the mesh is added to the Scene. It will be considered solid as far as the physics system is concerned.
If you are moving the object around (a car for example), you can not use Mesh colliders. Instead, you will have to use Primitive colliders. In this case you should disable the Generate Colliders setting.
You can import animations from a Model fileA file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. More info
See in Glossary. Follow the guidelines for exporting FBX files from your 3D modeling software before importing it into Unity.
If you have a character with a normal map that was generated from a high-polygon version of the model, you should import the game-quality version with a Smoothing angle of 180 degrees. This will prevent odd-looking seams in lighting due to tangent splitting. If the seams are still present with these settings, enable Split tangents across UV seams.
If you are converting a greyscale image into a normal map, you don’t need to worry about this.
Unity has support for BlendShapes (also called morph-targets or vertex level animation). Unity can import BlendShapes from .FBX (BlendShapes and controlling aninimation) and .dae (only BlendShapes) exported 3D files. Unity BlendShapes support vertex level animation on vertices, normals and tangents. Mesh can be affected by skin and BlendShapes at the same time. All meshes imported with BlendShapes will use SkinnedMeshRenderer (no mater if it does have skin or not). BlendShape animation is imported as part of regular animation - it simply animates BlendShape weights on SkinnedMeshRenderer.
There are two ways to import BlendShapes with normals:
If you want tangents on your BlendShapes then set TangentsOne of two handles that controls the shape of the animation curve before and after a key. Tangents appear when a key is selected in the Curves view, or when a key is selected in the Curve Editor.
See in Glossary import mode to Calculate.
This is correct. What you are looking at is the number of vertices/triangles actually being sent to the GPU for renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary. In addition to the case where the material requires them to be sent twice, other things like hard-normals and non-contiguous UVs increase vertex/triangle counts significantly compared to what a modeling app tells you. Triangles need to be contiguous in both 3D and UV space to form a strip, so when you have UV seams, degenerate triangles have to be made to form strips - this bumps up the count.
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