UnrealToUnity - FantasyVillage

  Рет қаралды 2,653

Ciprian Stanciu

Ciprian Stanciu

Күн бұрын

Пікірлер: 12
@mithyx2
@mithyx2 2 жыл бұрын
great asset! now I can port my projects to unity
@Latvian3Dman
@Latvian3Dman 2 жыл бұрын
Looks like doing a good job on converting
@aandrescaa
@aandrescaa 11 ай бұрын
i'm having an issue with the 2023 version, when exporting a 3d model, the mesh aren't exporting
@ciprianstanciu7
@ciprianstanciu7 10 ай бұрын
Ok, can you share more information ?
@aandrescaa
@aandrescaa 10 ай бұрын
@@ciprianstanciu7 hi, so i tried to import the OlderSister asset pack scene to unity and the mesh does not load, could you make a tutorial when you're free obviously, even with the 2024 version that i'm prob gonna buy one of this days, a quick tutorial on how to export characters, they are the only ones i'm having issues with sadly
@ciprianstanciu7
@ciprianstanciu7 10 ай бұрын
@@aandrescaa I see. Did you check point 5 of the FAQ ? docs.google.com/document/d/1XUlGneac756tP0P6YkZzZVUapkJQXG4gPRfiF5o3ggk/edit It's also possible it's a new bug, can you send me those assets to debug ? Also, just to make sure, you're using version 1.34 right ?
@aandrescaa
@aandrescaa 10 ай бұрын
i don't remember at the moment, i'll tell you tomorrow, btw the particles also can't be exported right? @@ciprianstanciu7
@ciprianstanciu7
@ciprianstanciu7 7 ай бұрын
​@@aandrescaa Indeed, particles are not exported.
@adlerkampf
@adlerkampf Жыл бұрын
Does this plugin also ports the unreal engine foliage actor properly over?
@ciprianstanciu7
@ciprianstanciu7 Жыл бұрын
It depends on what you mean by "properly". Every foliage instance gets its own GameObject with MeshRenderer/MeshFilter/LodGroup Components
@TheCecco4
@TheCecco4 Жыл бұрын
@@ciprianstanciu7 how is the rendering performance on unity compared to unreal?
@ciprianstanciu7
@ciprianstanciu7 Жыл бұрын
@@TheCecco4 Generally the performance is worse in unity because it does a poorer job of culling lights & shadows. In this particular scene if you exclude the terrain ( since it has a few million triangles by itself and I don't emulate the heightmap tessellation that unreal does) you get about 42fps with a single directional light with soft shadows. WIth all exported lights it's about 30 FPS while in unreal I get 100 FPS. LODs might be different though because the whole system of computing LODs is different. This is inside the editors, in actual builds it might differ.
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