Difference between revisions of "Exporting Scenes"

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(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 '''Reflections_GRP''' They will be updated automatically every 60 seconds.
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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.
 
*Be sure to use the latest Scene Export [[File:ExportScenes.cs]] script.

Revision as of 17:19, 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.

GraphicsSettings.png


  • Make sure all scene items are under a GameObject called _World

WorldRoot.png

  • 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 Reflections_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.