How to copy one textured material from project A to project B? exporting does not work

I have an asset, a material with a texture, that I am wanting to copy from one project to another project.

Supposedly you can do this by selecting the asset you want copied, right click it, tell it export package, make sure that include dependances is selected, and export the package. Than open the second project, go to assets, right click import package, custom package, select the one you just created, and import. This does not seem to work for me. I can import it in my second project and when I go to look at the sphere of the new asset, it looks like the sphere from the previous project however the item does not show up on my scene. The tab that says scene next to the game tab

I have also tried, right clicking the material, select dependances, than export package, and importing the package. Same results.

I read that Ctrl +D also does this, it copy’s the selected asset into the current projects asset folder but it will not copy it into the new projects asset folder.

If the package route is indeed the way I am suppose to go, how do I get the imported asset to show up on my scene? If not how can I get the asset from one project to the other to where I can actually see the asset on the scene of the new project?

Thank you for your time, any help is greatly appreciated.

additionally info:
If it helps at all.
The asset I am trying to copy over is an outfit. The model and most of the assets are all the same.

The only difference is that Project A which I have done all the work to fix and rig it has 2 outfits where as Project B I have not spent the countless hours on has a different outfit. I am simply wanting to take the outfit from Project B and copy it into Project A so that I can configure it to where Project A has 3 different outfits instead of the original 2.

Once I figure out how to copy over the outfit I can than set it up to where my model has interchangeable outfits instead of having to spend hours rigging and setting up every outfit to the same model in different projects. To where to change the outfit I would have to load up an different project, instead of just using a blend shape key toggle like I have with Project A’s outfits.

What item? The material? Materials don’t “show up” on a scene. Materials can be applied to Renderers that are in the scene and may become visible.

Generally dependencies only work if you start from the top of the tree:

scene → has gameobjects

gameobject → has mesh filter, which has mesh
gameobject → has mesh renderer, which renders mesh using material(s)

material → instance of shader, perhaps with settings or references to assets like textures.

Drop a cube in any scene and study it and identify the parts I list above. All parts listed above will be present.

If that doesn’t help you, we’d probably need a lot more information.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The asset I guess? In both projects there are folders called assets. I open the asset folder and inside that folder I open the folder that has the model materials in it. these are little spheres with textures on them. each sphere is a different item. one is the shoes, one the necklace, one hair, one finger nails, one toe nails, etc. In Project A I have 2 outfits that I can change around in Project B I have a dress I want to wear as well. How do I move that dress from Model A Project B to Model A project A?

What I want: The dress from Project B to move to Project A and be useable.
what I have tried: All the above. Plus spending hours reading forums trying to find an answer.
What you expect to happen: To move the dress asset from Project B to Project A so that my model can wear it without having to rerig the whole model all over again. there for having the same model in two different projects just so that it can have a different outfit.
What actually happened, especially any errors you see: The sphere from materials assets moves over it looks like it does however the asset no longer shows up on the model. I want the dress to show up on the model like it does in Project B. there are no errors.
Links to docs: I found a lot of websites I did not save them as they did not work, so why save info that does not work?

Is one project perhaps a URP project while the other isn’t? Or is the second project on a much-newer or older verion of Unity? Those assets wouldn’t necessarily be completely compatible, but URP is something I haven’t played with much.

Generally if you copy the complete chain of assets over, INCLUDING their meta files (which Unity will do for you as a .unitypackage). When it doesn’t, you have to dig into the scene and find out what differs. This is easiest by bringing up two instances of Unity and comparing side by side, going through the inspector items.

Some info about Missing script / missing asset warnings, GUIDs, renaming GUIDs, etc:

EVERYTHING in Unity is connected to the above GUID, which is stored ONLY in the metafile.

They are both on the same version of Unity. The projects where created about a week apart form each other. I highly drought one is a URP since I had to look up what that was and what I am seeing is not what either of my projects are.

Both projects are 85% or so the same. Same model, same hair, same jewelry, etc. Just Project A has 2 outfits and is fully rigged for streaming software, where as Project B has a different outfit on and I have not gone though all the work to fully rig it for streaming as I just want the dress. That’s it. I want the dress from Project B to be wearable in Project A.

I did export the dress as a unity package and the sphere looks the same in both projects but the dress physically does not show up on the model in the main project like it does on the side project, even when opacity says it is on. Which is why I made this post. The unity package that I import over does not show up on my scene. It needs to show up just because the main project has the “correct code” from the imported package does not help when it doesn’t show up on the scene, which is what I am needing to do.

So if I copy the asset and meta files of the dress from the windows files from Project B to the windows files of Project A will that cause it to physically show up on the model? or will it be like the package where the code is all there but it doesn’t physically show up? That is really all I need to do. I just need the dress to physically show up so that my main project model can wear it. Once that is done I can then go about adding physics and gravity to the new outfit as well as setting up the new blend shape key toggle.

Just to check the obvious: The above absolutely would NEVER happen, unless the scene was included for export.

If you just brought the assets over, they likely came over properly, as we have been discussing above.

Now that the asset has arrived (via .unitypackage) in the new scene, you would still need to drag it into the scene you wanted it in.

Sounds like perhaps you should merge them, then use configuration (such as via additive scene loading, or perhaps code or ScriptableObjects) to turn one functionality on or off based on what you want it to be? I do this for a ton of my games, letting me build a PC, a WebGL, an iOS/Android version, and even console versions, all with 90% of the assets and scenes saved, but slightly-different UI scenes loaded depending on touch, mouse, keyboard, controller.

Additive scenes let me do this trivially:

https://discussions.unity.com/t/820920/2
https://discussions.unity.com/t/820920/4

https://discussions.unity.com/t/824447/2

A multi-scene loader thingy:

https://pastebin.com/Vecczt5Q

My typical Scene Loader:

https://gist.github.com/kurtdekker/862da3bc22ee13aff61a7606ece6fdd3

Other notes on additive scene loading:

https://discussions.unity.com/t/805654/2

Timing of scene loading:

https://discussions.unity.com/t/813922/2

Also, if something exists only in one scene, DO NOT MAKE A PREFAB out of it. It’s a waste of time and needlessly splits your work between two files, the prefab and the scene, leading to many possible errors and edge cases.

Two similar examples of checking if everything is ready to go:

https://discussions.unity.com/t/840487/10

https://discussions.unity.com/t/851480/4

Well than how do I include the scene for the export? No where have I read that the scene had to be included or how to include something from the scene when making a package. Everything I read about Unity Package making, including from the main website, is explained in my first post. This was also my question from the start.

How do I do this? Because when testing things out I made a copy of my main project so that I would not ruin my main project if the package messed up something and when i imported the package and saw it was not on the scene, I tried a few things, and ended up dragging the asset up into the scene and it pasted the texture on to the middle of the model. This ruined my model and I could not undo the dragging up of the asset so I had to chuck the test file in the trash because it did not do what i wanted and I could not undo the ugly pasted texture. The texture looks nothing like the item and it just covered the model flatly. forums I was reading People literally had a dresser they made and wanted to reuse it in other projects without having to remake and remodeling it. they where told to make it as a package, they did and it was there in their other projects. No problem. The fallowing is what they are told to do.

How to capture the scene in the package is never discussed or explained.

No way. Project B Is Not Rigged.
This Will Break My Main Project.

I am not wanting to rerig the same model over and over and over again just to add a new outfit.
Seriously based on everything I have read and understood. It should be a simple Copy/Paste edit a few settings here and there and it works.