Unity Basics

Unity Basic Setup for shadergraph brushes
39 Replies
AncientWorlds
AncientWorldsOP2y ago
Too long since I looked at this. Want to see what things look like in unity with the new shaders. What's the basic process for setting up a scene that will put glb/fbx etc as assets.
What packages etc do I need to install.
Could you break down an overview? Do we have documentation somewhere?
andybak
andybak2y ago
particle brushes don't work but i think the others do
AncientWorlds
AncientWorldsOP2y ago
ok, thank, will try that wait. Now I'm confused. How do I add the unity tools to the install, or do those tools go in the new unity setup. Which pipeline should I be using (urp, etc)
andybak
andybak2y ago
I'll get around to adding some docs. It can work with URP or built-in And installation is either by downloading the whole repo and opening it as a project - or adding via Package Manager as a git url: https://github.com/icosa-foundation/open-brush-unity-tools.git#upm
AncientWorlds
AncientWorldsOP2y ago
I'm definitely missing here.
I tried creating a new built in project and importing through git. Wasn't able to see it in the package manager. Tried opening the download as a project, got a lot of errors. Around 90 of them (expected?) Should I have added that to the existing install? Think I'm going to need a guide to follow this process.
andybak
andybak2y ago
I'll definitely do some proper docs/tutorials when it's a bit closer to being finished. But some of this is covered by regular Unity tutorials. We're not doing anything especially weird here.
AncientWorlds
AncientWorldsOP2y ago
Wait. By whole repo, are you talking about the unity tools or the GLTF export repo
andybak
andybak2y ago
This:
https://github.com/icosa-foundation/open-brush-unity-tools is a Unity project (you can tell coz it's got Assets, Packages and ProjectSettings) and this: https://github.com/icosa-foundation/open-brush-unity-tools.git#upm is a UPM package that you add via Package Manager ("Add package from git URL")
AncientWorlds
AncientWorldsOP2y ago
ok, so if I download the project version I can open it directly as a new project?
andybak
andybak2y ago
Hopefully yes.
AncientWorlds
AncientWorldsOP2y ago
Ok, I didn't see that, I was trying to use the upm link No, I did. I will try it again Alright, so that's top level. Do I have to load one of the scenes? I see Experimental brushes and Normal brushes or do I just drag the glb into the assets folder and go from there?
andybak
andybak2y ago
Yep. As far as I recall. It's a few weeks since I worked on it.
AncientWorlds
AncientWorldsOP2y ago
Ok, that seems to be it. Loaded normal brushes Selected them Assets>UnityGLTF>Export selected as GLB Created a glb file.
AncientWorlds
AncientWorldsOP2y ago
No description
andybak
andybak2y ago
You're exporting out of that? Where to?
AncientWorlds
AncientWorldsOP2y ago
I made a folder when it asked me
andybak
andybak2y ago
nah. you've lost me.
AncientWorlds
AncientWorldsOP2y ago
Was I supposed to do something different?
andybak
andybak2y ago
what are you trying to do?
AncientWorlds
AncientWorldsOP2y ago
Figure out what's going on mostly? Trying to see what exports, what doesn't? Are any of those supposed to be moving or are we just working with the shapes at this point? The "empty spots" have outlines, but aren't visible when not selected
AncientWorlds
AncientWorldsOP2y ago
No description
AncientWorlds
AncientWorldsOP2y ago
Primarily trying to figure out where things are right now and what can potentially be done with them
andybak
andybak2y ago
if you're not in play mode you have to tick this to see animated shaders:
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andybak
andybak2y ago
as mentioned previously - the particle brushes aren't currently working:
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andybak
andybak2y ago
and not all experimental brushes are fully correct.
AncientWorlds
AncientWorldsOP2y ago
It's checked already, and when I put it in play mode I didn't see anything working. Including electricity and the others. Here's a screenshot from play mode
AncientWorlds
AncientWorldsOP2y ago
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AncientWorlds
AncientWorldsOP2y ago
(moving rather than working), I see what is in the screen. I zoomed in a bit, but the others are the same thing
andybak
andybak2y ago
this is electricity for me:
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andybak
andybak2y ago
this is the newglb you've imported?
AncientWorlds
AncientWorldsOP2y ago
I didn't import anything. I am just looking at the items in the scene. Do imports behave differently?
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AncientWorlds
AncientWorldsOP2y ago
Alright, I got it. So it's applying them on import. Side by side, imported shaders moving.
AncientWorlds
AncientWorldsOP2y ago
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AncientWorlds
AncientWorldsOP2y ago
So presumably, as long as I avoid the bad shaders, I can transfer this to other unity projects in the main scene. Apparently some frame steps (tons of validation errors, but basically all of the same two types)
AncientWorlds
AncientWorldsOP2y ago
No description
AncientWorlds
AncientWorldsOP2y ago
Sorry about the legibility of that, for whatever reasons, my browser is putting a grayscale over it.
{
"code": "UNUSED_MESH_TANGENT",
"message": "Tangents are not used because the material has no normal texture.",
"severity": 2,
"pointer": "/meshes/43/primitives/0/attributes/TANGENT"
},
{
"code": "UNUSED_MESH_TANGENT",
"message": "Tangents are not used because the material has no normal texture.",
"severity": 2,
"pointer": "/meshes/44/primitives/0/attributes/TANGENT"
},
{
"code": "UNUSED_OBJECT",
"message": "This object may be unused.",
"severity": 2,
"pointer": "/meshes/44/primitives/0/attributes/TEXCOORD_0"
},
{
"code": "UNUSED_MESH_TANGENT",
"message": "Tangents are not used because the material has no normal texture.",
"severity": 2,
"pointer": "/meshes/43/primitives/0/attributes/TANGENT"
},
{
"code": "UNUSED_MESH_TANGENT",
"message": "Tangents are not used because the material has no normal texture.",
"severity": 2,
"pointer": "/meshes/44/primitives/0/attributes/TANGENT"
},
{
"code": "UNUSED_OBJECT",
"message": "This object may be unused.",
"severity": 2,
"pointer": "/meshes/44/primitives/0/attributes/TEXCOORD_0"
},
andybak
andybak2y ago
I've got to sleep. Here's a sneak preview of something else you've been asking about:
No description
AncientWorlds
AncientWorldsOP2y ago
Oh, this is about to get interesting. I've got enough to go on for now, thanks for the walthrough

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