Hi all,
I´m trying to import a floor plan in Unity. It´s just because I need to make a labyrinth with that building. I´ve the files in .max and also in .dxf, but I´m not able to import it in Unity.
I would like to put the main camera over the labyrinth and move the player inside the plan. But I don´t know the procedure to import my file.
Can anyone help me? Thank you very much.
If you drop dxf file in your Assets folder it should just import it. If you have 3dsMax installed you can drop max file too (Unity needs 3dsMax in order to import max files). If you’re doing that already: do you get some error message?
Hi Paulius, thanks a lot for your help.
Right now I´m trying to import a very simple map, just a small room. I can import the .3ds file in Unity, so I have the item in the project.
But when I try to put it into the scene, nothing happens. There´s no error, and it appears in the Hierarchy view. But I can´t see it in the scence and even in the game view.
It should appear like a map or something like that, but I don´t the reason.
I also attached the .3ds file (I had to put it in .rar to attach it), and a capture of Unity and 3d Studio, in order to explain it clearly.
Thank you very much.

416142–14411–$Habitacion-ma2010x.rar (14.5 KB)
I don’t have 3dsMax 2010 (only 2009) on this computer, but from screenshot it looks like you’re trying to import lines. I’m not sure if that’s possible. And even if lines get imported then I doubt that they get rendered…
If it’s not lines, then I’ll check it on other computer later.
I’m guessing those are lines because of the “floor plan” term. If that’s the case, I don’t think Unity imports those.
Thank you very much! I will try to transform it into 3d, and import it from 3d max.
If it’s line art and flat, a quick way to convert it is to select the wall sections and use the extrude modifier. If it’s not perfectly flat you can just use a melt modifier on the vertical plane with no spread and then do the extrude modifier to convert them to walls.
Hi all!
I have converted my map into 3d with 3dStudio, and the function Extrude. So now I have a .3ds file which I can import in Unity easily. But, when I import it I have a problem: I can only watch one side of each wall. So, when I turn the camera the wall become transparent.
Does anyone know if there is a property to make it visible on both sides? I´m not really sure if the problem is dued to 3d studio or unity. But in 3d Studio, I can see both sides of every wall.
Thanks a lot.
You need a double-sided shader. Just search forum or docs (I think there is example there).
Max 2010 and 2011 have double sided geometry in viewports by default. Whilst Unity doesn’t render backfacing tris. To get max to not render backfaces you can select your object and use the right click/ object properties menu to uncheck display backfaces. There’s a good chance your model will look like it does in Unity. To flip the normals, easiest way is to use the Normals modifier, Or use the subobject mode to select all faces and flip them in edit mesh or edit poly.
In preferences you can set max to always ignore backfaces, I’m only guessing that this might be your problem.