Difference between revisions of "Exporting Scenes"
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(→Details to keep in mind when exporting Unity Scenes) |
(→Details to keep in mind when exporting Unity Scenes) |
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[[File:WorldRoot.png]] | [[File:WorldRoot.png]] | ||
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+ | *If your scene has any realtime reflection probes make sure they are set to '''Refresh Mode: By Scripting'''. They should also be grouped under a GameObject called '''Reflection_GRP''' They will be updated automatically every 60 seconds. | ||
+ | [[File:Probes.png]] [[File:Probes2.png]] | ||
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*Mark anything that will not move or change size/rotation as Static[http://docs.unity3d.com/Manual/StaticObjects.html] | *Mark anything that will not move or change size/rotation as Static[http://docs.unity3d.com/Manual/StaticObjects.html] | ||
*Use mesh colliders sparingly, it is better to create complex colliders out of many boxes/spheres instead of using a Mesh Collider. | *Use mesh colliders sparingly, it is better to create complex colliders out of many boxes/spheres instead of using a Mesh Collider. | ||
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+ | *Be sure to use the latest Scene Export [[File:ExportScenes.cs]] script. |
Latest revision as of 17:22, 20 January 2016
Details to keep in mind when exporting Unity Scenes
- Ensure that your project settings have all necessary graphics pipelines selected and that you are in the Linear color space.
- Make sure all scene items are under a GameObject called _World
- If your scene has any realtime reflection probes make sure they are set to Refresh Mode: By Scripting. They should also be grouped under a GameObject called Reflection_GRP They will be updated automatically every 60 seconds.
- Make sure your scenes do not contain any Scripts (MonoBehaviours) or Cameras.
- Mark anything that will not move or change size/rotation as Static[1]
- Use mesh colliders sparingly, it is better to create complex colliders out of many boxes/spheres instead of using a Mesh Collider.
- Be sure to use the latest Scene Export File:ExportScenes.cs script.