Unity 支持多种标准和专有模型文件格式。
Unity 内部使用 .fbx 文件格式作为其导入链。最佳做法尽可能使用 .fbx 文件格式,并且不应在生产中使用专有文件格式。
Unity 可读取以下标准 3D 文件格式:
These file formats are widely supported. They are also often smaller than the proprietary equivalent, which makes your project size smaller, and faster to iterate over.
您也可以将导出的 .fbx 或 .obj 文件重新导入所选择的 3D 建模软件,以此确保所有信息都已正确导出。
您不应在生产中使用这些文件格式,应尽可能导出为 .fbx 文件格式。但是,有时您可能需要将这些文件作为项目的一部分包含在内。
Unity 可以从以下 3D 建模软件中导入专有文件,然后将其转换为 .fbx 文件:
有关更多信息,请参阅将专有模型文件导入 Unity。
以下应用程序不使用 .fbx 作为中间格式。Unity 必须先将其转换为 .fbx 文件之后再导入编辑器:
有关更多信息,请参阅 SketchUp 导入设置和 SpeedTree 导入设置文档。
Unity 不提供对 Cinema4D 文件的内置支持。要在 Unity 中使用 Cinema4D 文件,您应该将它们从专有软件导出为 .fbx 文件。
除非在计算机上安装了相应的 3D 建模软件,否则保存为 .ma、.mb、.max、.c4d 或 .blend 文件的资源将无法导入。这意味着,处理 Unity 项目的每个人都必须安装正确的软件。例如,如果您使用 Autodesk Maya LT 许可证来创建 .mb 文件,并将其复制到您的项目中,那么任何打开该项目的用户也需要在他们的计算机上安装 Autodesk Maya LT。
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