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Semester 2 W12 | Exporting 3 All Assets and Scenes from Blender to Unity

  • Writer: Soo Zhi Jing
    Soo Zhi Jing
  • Feb 10, 2021
  • 2 min read

Earlier before, I mentioned that the rendered video can't be played when the project is built into the Oculus headset so the solution here is to export all of the assets into Unity instead of rendered videos. This shift is beneficial also because if there are certain errors that is needed to be fixed, I can easily edit it within Unity instead of re-rendering the video again which takes up a lot of time. I followed a few tutorials on how to export the project in and to my surprise it wasn't as hard as I thought it'll be. I basically just move the whole blender file over into Unity and the scene will be opened, but firstly I will need to mange the filing of my materials so that it won't be affected when it is exported to Unity. I did exactly that the the buildings successfully exported in. The only difficulty here is to organise the 2D images that was not modelled with materials all over again is the file export only export the 3D objects. The other tedious part is also to adjust the scale according to eye level, everything is just winging it and checking once the project is built in the headset.


The below image is the city scene first exported into Unity with minimal 2D assets exported in.

This is the full outlook of the scene once everything is exported inside:

For the office scenes both blue and red setting is as below:

Also, while arranging the 2D assets within the Unity scene, I discovered that the colour of the 2D object (sprite) can be altered within Unity so I didn't have to colour the assets manually myself in procreate, if only I knew this earlier hahaha.. The below image is the before and after of the colour change.


Before:

After:

This process took me 2 full days to complete, the task to export was so simple in my head but really executing it takes a lot of time, and it is finally done. The next step is to code the scenes!

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