I just wanted to post a note here with a solution to a beginner problem I had. (I couldn’t find the solution in the docs or elsewhere in the forum.)
I was generating models in Cinema 4D, applying a texture and generating UV maps within C4D, but the models would come into Unity without UV maps – any textures applied in Unity would be ‘all over’ – i.e., single pixel textures.
The solution was to apply a texture map in C4D that bit-mapped based. Using a procedural checkerboard surface as a placeholder would not export the UV coordinates correctly. I don’t know if I had something misconfigured in the FBX exporter, but I’m using the C4D defaults. Simply using a bitmap texture fixed the problem. I now keep a little checkerboard bitmap that I use as texture placeholder, as part of my standard assets.
Update: The bitmap must be applied to the diffuse channel.
Hope this message helps someone.