Best way to compile my character for import to Unity?

Hi everyone,

I have a character I’m modeling in Blender. The character consists of many parts (shoes, goggles etc.) and I’m wondering what the best way to import the model into Unity is. Should I keep the parts separate and parent them and have each with their own material, textures or should I just join them all together and assign materials to specific vertex groups. If I do the latter, will this work in Unity when I import the model?

For example the goggles. The frame is plastic but the lense is transparent. I could assign a transparent material just for the faces that make up the lense but will this work in Unity? Or do I need to separate the lense to be it’s own object and then assign a material to it?

I hope I’m making sense.

Thank you all,

Jon

Yes, Unity can handle multiple materials on a single object, so the goggle case would be no problem. Are you going to change the characters clothes at run time? If so you probably want them to be separate objects. It not, one large object is typically fine. Unity doesn’t really care for the most part.

If you’re planning on changing materials through code, then referencing an object with multiple materials is different than referencing multiple objects each with 1 material, but it’s just a matter of looping through an array of materials vs an array of gameObjects.