Ok correct me if im wrong but if i change a model shouldnt the change be reflected into unity? I am using blender and unity standard, and every time I make a addition to one of the sections of my ships interior i have to delete it within unity then reimport it the files are exported via fbx in blender then reimported in unity and yes i am over writing the fbx file
Are you breaking the Prefab connection by adding scripts to the object in the Hierarchy?
no. all it is are sections of halls such as corner straight and t peices as well as cargo and bridge. No scripts no nuthing just Duplicates within Unity. What im saying is the preview of the mesh when you import isnt even updating its allmost like the āReimportā option is broken, and even if I reimport all it doesnt work and im sure that even if i restarted it wouldnt even do anything. I have to delete it from the assets then import it again
does anyone even know what im talking about?
We know what youāre talking about but to be honest I have never seen this happen in Unity. Are you positive that no warning comes up at any time warning you are āLosing prefabā? If not then please file a bug report by going to āHelp/Report a Problemā and attach the Project that is exhibiting this problem. If the Project is too large then please just send us the Blender file and we will try to reproduce the issue on our end.
im using fbx files but even after reexporting it should update in unity. Should i just use blender files all together?
It doesnāt matter which one you use, they both get converted to FBX before being imported into Unity. File a bug report if youāre still having issues.
Iām having the same problem here actually.
Whenever I do changes to my mesh on the 3d Studio Max side, then export it as an FBX again (overwriting the previous FBX file), the mesh doesnāt instantly update in Unity.
In fact, I am forced to delete the asset along with its dependencies and do a āImport New Assetā all over again (hence losing my material settings)ā¦
yeap thats it. I remember someone saying that any changes that were made was suppose to be updated. I guess i need to break down and do a bug report
ok i think that i found a solution to this problem. When using blender SAVE YOUR BLEND FILES IN YOUR ASSETS FOLDER FOR YOUR PROJECT. Sorry wanted to make sure the kiddies understood, but when i do it like that it works. I was using blend to export the fbx files then goin in unity and importing them manualy. when doing it like that it doesnt work.
Saving the models to the ASSETS folder work perfectly. Thank you much.
lol, yeah otherwise its has to be re-imported as its not within the project. I had the same problem, think its a common thing to do.
I am having the same problem - I will try what was mentioned here - saving the FBX to the asset folder but lets say I donāt want to do that - the answer seems logical: āReimportā
So that is what I do - I click re-import, unity churns for 2-3 seconds, and nothing. No update. Thoughts?
I found a solution - The animations are re-imported they are just not made into clips visibel in the inspector.
The clips list (under the FBX Import Animations tab) allows you to add and remove clips with the + and - signs. You have to add a new clip, then from the āsourceā dropdown box select your animation - you will find that all the newly updated animations will be in the source dropdown, they will just not be present in the clips until you add them.
Thanks, hubecube_
You saved a lot of time for me.
My only option until your reply was to change the exported model name again and again to see animations refreshed.
Thanks again!
same issue, 3ds max to unity workflow.
Iām having the same issue. I noticed that when creating the project there was an option to choose a folder where you keep your source files. I didnāt choose one at the time because I didnāt know what I was going to be doing. Is it possible to assign one after the fact? Iām guessing this is the issue? Unity doesnāt know where to find the files. I donāt want to save directly to the Unity assets folder in case I lose files. My source files are on another HD.
I am having the same problem. How to encounter this?
I use SketchUp and auto-refresh feature works as it should in the beginning. However after i make some progress in Unity and then change my model in SketchUp & save, Unity āappears to be auto-refreshingā but model looks unchanged. Thus i have to delete and manually import again which break every adjustments i made (scripts etc.).
Yes. How one add scripts without breaking the prefab connection? Below image shows hierarchy tab when i first import SketchUp (.skp) file. But after a while when i add scripts or make some āproper prefabsā to work as instances (windows for example, they all come as individual prefabs), all objects become no longer in blue color (broken prefab?).
I can plus-one hubecube_'s solution. The same goes for .blend files (and probably any other format, as I assume this is something just missed in the automatic re-import by Unity. Still until today (Aug. 2017))
I donāt know if someone is gonna read this but I am possible to edit files in blender and the model is immediately changed in unity, just make sure the .blend is saved to the file unity uses to add models/ assets to the scene
Reimport option has NEVER worked for me. Models, textures, you name it. Does absolutely nothing! Iāve had several versions of Unity and itās been the same for me, every version.