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I did it exactly like you said.. nothingAfter adding the object you have to "build project" in the inspector and after that save and reopen the project in the dev tools to see your new objects.

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I did it exactly like you said.. nothingAfter adding the object you have to "build project" in the inspector and after that save and reopen the project in the dev tools to see your new objects.
You do not need to restart the game. Check the console for errors. I strongly recommend clearing the console before building because it is easier to read. The console will list a line that says how many assets were compiled, failed and skipped near the end of the build (not at my computer so I may have the specific checks listed) but the point is if anything failed or skipped look deeper into the console for the problems. For example, filter for your model names to see if there are any errors.I did it exactly like you said.. nothingor do i need to restart the game after i build the project?
It should work be either selecting the object by clicking on it in the 3D window, or selecting in the upper right hierarchy window. Not sure if that is what's going on in your case, but everytime my export fails to make a .bin file its because my object wasnt selected. Are you in object mode (as opposed to edit mode)? All of my successful exports have been while in object mode with my intended object selected. Beyond that I'd need more information for your case. Sorry you're having an issuei tried it so many times and it doesnt work.. i need to select it in the top right corner or simply by clicking on the objekt, right? i dont know whats wrong?! now the exported file is only the xml... not even the 3d obj data anymorei did all steps exactly like the youtube videos said..
Uncheck the tangents box when exporting from Blender.After building the package in the simulator, I get this message.
[Skala_primitive[0]] Primitive defines "TANGENT" data, but we do not currently support importing tangents. The data is ignored.
What do I need to do with the model to fix the error?
And if I save the project i mean finished I don't get BGL files but I have ArenaSHP.dbf, ArenaSHP.shp, ArenaSHP.shx, ArenaSHP.xml, ArenaSNR.xml in the scene folder...
I think I just discovered something else. Another find from SampleMaterial/modellibThat's a great find! It must be an extension that the Khronos Exporter automatically adds when it finds uv transforms. There's probably a switch somewhere that I can flick to remove that extension. I'll start digging! Thanks for this!
I tried that very same tutorial. It didn't work for me - maybe because my UV maps were scaled way up so the textures would look good up to scale, or something else, I'm not sure. My baking was just completely messed up. Besides, this only shows the Albedo textures, but my materials have a composite and a normal texture, and how to bake it all in is a mistery. I found no tutorials on how to bake in a full PBR material mix.@RomanDesign you can bake multiple materials into one texture/material like you want to do in blender.
It is a little bit work to do i recommend you a video tutorial because of the many steps to do.
I think this will help you for this process
Hello vitus.That's a great find! It must be an extension that the Khronos Exporter automatically adds when it finds uv transforms. There's probably a switch somewhere that I can flick to remove that extension. I'll start digging! Thanks for this!