


The prefabs created in Unity through the import process reference the mesh/materials brought in through Unity’s default FBX import process. When I export FBX to Unity the texture connections are ‘broken’ and have to be reconnected in Unity.Īll Maya-authored assets that live within the Unity project are of the FBX file format. How do you communicate from Maya that an asset is a prefab to Unity?ĭo you still have to ‘create prefab’ in the unity gui? Can the artist orignate a prefab with your tool? I’d like to create similar for 3DSMAX.Īre your prefabs stored as FBX or native. I’m Interested in how your scene exchange works. I’m always curious how other teams have tackled Unity’s pipeline and would love to start a conversation on other creative solutions. Feel free to ask questions about anything more specific I haven’t mentioned. I have some additional work on my website if you’re interested. I’ve been playing around with live updating between the two as well! Additionally, (not shown in the video) artists have the ability to send modifications in Unity back to Maya. We are able to properly instance objects arranged in Maya and reflect that instancing with prefabs in Unity.Įxchanging assets between Maya and Unity is extremely streamlined and avoids the need for dialog windows. We maintain symmetry between the artwork folder, ProjectName/Artwork and a specific folder within the unity project, ProjectName/UnityProject/Assets/Art.ĭovetailing nicely from the previous video is a demo of our scene format and export process. For each project of ours, we have a root-level directory that looks something like: Included is the ability to export assets directly into Unity. It is completely integrated with Perforce, enabling artists to manage all their content from within Maya. The tool acts as our file explorer for assets, managing their location on disk and additional per-asset metadata. This first video shows off the Project Browser. I wanted to share a few demo videos of some tools I’ve developed over the last year! Much of my work involves managing the MayaUnity exchange of assets, so at the very least I figured I would show off some examples of how you can build on top of an already “streamlined” asset pipeline.
