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Export prefab as fbx unity
Export prefab as fbx unity





export prefab as fbx unity export prefab as fbx unity

Further, to avoid leaving the (now unused) redundant meshes in the FBX model, you have to export each component separately. But, it means that if I want to make a final model in Unity’s own internal format (they call it a “prefab,” and their Asset Store criteria also require that you provide one), you have to choose between creating it from the inefficient FBX version with redundant meshes in it, or else extract one copy of the redundant meshes and replace all references to the others with that. That, of course, is purely Unity’s problem, not Trimble/SketchUp’s. The result is that the exported model will have two meshes defined, one for each knob, even though it could have used just one mesh. However, Unity’s FBX Exporter creates a separate copy of each mesh. That’s exactly what you want, as it is efficient and guarantees that any changes to the shared mesh will affect all models that use it. That is, if your model includes, say, two identical knobs and you represent them with SketchUp components, when you import your model into Unity, Unity only uses one mesh that each of the two knobs shares with the other.

export prefab as fbx unity

The only problem I’ve noticed is that SketchUp and Unity work well together when instancing meshes, but Unity’s FBX Exporter creates a unique copy of every mesh. Once imported, Unity’s FBX Exporter seems to handle conversion just fine. Unity does a nice job of importing SketchUp files directly (I’m using the most recent Long Term Support version of Unity, which is 2018.4, so you have to store your SketchUp files in 2018. Yes, in fact one need not even bring Collada into the workflow. Couldn’t you perfect things via Collada and then export FBX from Unity?







Export prefab as fbx unity