I’m getting really confused about exactly how to import things from Blender into Unity. I know you can just save a .blend file and use that, but then I get a load of useless animation tagging along for the ride and it won’t let me apply my own textures once I’ve got the model in the game (I get a basic overall colour, but no actual details). The camera and lightsource also like visiting, but I can at least get rid of them in Blender prior to exporting.
All I want is to be able to get some basic meshes to import to Unity, without UVs, animations or any other exterraneous junk, then to be able to give it a material with a texture, the same as you would with the default cubes and spheres. Would anyone be able to walk me through the process, or does anyone happen to know of any good tutorials for this kind of thing? I’m sure it can’t be as complicated as I’m percieving it to be.
You can drag in the bare mesh, instead of the whole “prefab”. See here for an illustration.
You need to UV map your models.
UVs are hardly “junk”…you need them for texturing. You don’t need cameras or lighting in Blender if you’re making models, so get rid of them permanently.
Thanks again for a prompt and, as always, succinct and to-the-point response. I think the issue is that I just don’t understand UVs then. Being new to both Unity and Blender I kinda assumed they were an alternative way of applying a texture (and were therefore not necessary), but I’m get the impression from what you’re saying that UV refers instead to the means by which a flat texture is converted to wrap correctly around a three dimensional object. Is that about right?
Well either way, I can go pester the Blender people about that one Cheers again!