New OpenUSD packages now available

Hi again Felix,
Our first release does not take the purpose attribute into account when traversing the stage on import. Adding this support is something we will consider for a forthcoming release.
Thanks again for your message.

Hi @fm_bifrost . Thank you for your message and great to hear you have already used the previous importer in your project.
Our first release of the new importer package does not take the purpose attribute into account when traversing the stage on import. We will consider support for this as part of a forthcoming release.
We also currently don’t provide settings for configuring variant sets during import. The importer will respect the authored variant selection in the source USD file. Right now you would need to edit the source USD file to switch the variant selection to another LOD.
Thanks again for raising this and we will update our documentation to make this clearer.

Is it possible to export a scene or game object as usdz in runtime using the usdz core library?

Hi again,
Thanks for your previous response.
I just noticed that the geometry is horizontally mirrored upon import. This is likely linked to the left hand/right hand convention.
On the images below you can see the position of the characters near the center of the world (1: Houdini, 2: USDView, 3: Unity). We can see that USDView matches Houdini, but the view in Unity is mirrored.
This didn’t happen in the old importer.

Moreover, I have another example (image 4) with a terrain and trees, where only the terrain got mirrored !

Is there a property that I could change on the importer to flip back the geometry on import?

Thanks in advance for your help.
FM

Greetings any word on getting this built against Apple Silicon? We’re wanting to potentially use this with the Unity Polyspatial runtime for VisionOS and need to build using the Silicon Editor

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We’re starting to implement these in our workflow that has already been switched to USD on the Maya/Content side, just waiting for these, thank you! I do want to know however if there are plans for adding a USD Layer editor so we can compose whole USD stages instead of just individual files.

Hi @faysalfdt ,
The packages support all current Unity Editor platforms and architectures on supported Unity versions. That includes Apple Silicon.
Please let us know if you encounter any issues.

Hi @fm_bifrost ,
Thank you for your post and apologies for the delayed reply. Please consider logging a bug if this is still an issue impacting your project.

Hi @JoystickLab ,
Apologies for the delayed response. We have not targeted runtime export with this initial release.
We are always interested to hear more about potential use cases so please consider taking a look at our roadmap page and share your feedback.

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Personally I believe that runtime USDZ export could be nice for some purposes but runtime USDZ import is IMHO a feature that would see a significant amount of real use cases and adaptation. Modern mobile devices (Apple) already support capture and export of real objects directly into USDZ, why not support direct imports?

Being able to import them as user generated content in a superior modern 3D format into Unity apps (runtime) is the real killer feature!

I did not see that on the current roadmap, but I believe it is so needed it should get there sooner or later.

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I’ve pretty much only been excited about USDZ support solely for runtime import, as it would make user generated content so so so much easier to support. Of course, it’s a great format to support in editor, but runtime import is a must have feature for me.

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Must have runtime import please.

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Hi Michael,
I reported the bug through the official channel as you suggested.

For more visibility to other users, here’s the recap and files that superseeds my previous post.

My Houdini scene contains

  • 1 regular mesh with zeroed out transforms
  • 1 regular mesh with non zero rotation and translation
  • 1instanced objects with non-zero transforms

I export those as a usd file. When importing them in Unity with the new USD importer presented here, the transform of the objects are wrong.For reference I also imported this USD scene into USDView and the objects are placed and oriented properly. It looks like the right hand coordinate system from USD is not translated properly to the left hand coordinate system from Unity.

In Unity I can fix the transform by NEGATING the following transforms:

  • Positon X , Position Z
  • Rotate X
  • Scale X
    Obviously I can’t do this in a scene with thousands of objects.

The screenhsots illustrate the issue:

  • usd-transform-houini.png > shows the usd scene in Houdini
  • usd-transform-unity.ong > shows the same scene imported in Unity
  • usd-transform-before-after-manual-fix.png > shows on the left the original import, on the right the same objects with modified transforms based on the rules listed above.

Thanks for your help.



USD Importer will not work with Build Target of Android. Is there a fix for this coming?

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Can the USD C# SDK (com.unity.usd.core) be used outside of unity for commercial purposes or internal tools? It appears to be under the Apache license.

https://docs.unity3d.com/Packages/com.unity.usd.core@1.0/license/LICENSE.html

I see the same issue but for iOS. Getting these two errors when trying to build for iOS

Library/PackageCache/com.unity.importer.usd/Unity.Importer.USD/Nodes/UsdStage/ExtractUsdStageMetadataNode.cs(2,13): error CS0234: The type or namespace name ‘USD’ does not exist in the namespace ‘Unity’ (are you missing an assembly reference?)

Library/PackageCache/com.unity.importer.usd/Unity.Importer.USD/Nodes/UsdStage/UsdStageOpenNode.cs(5,13): error CS0234: The type or namespace name ‘USD’ does not exist in the namespace ‘Unity’ (are you missing an assembly reference?)

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URP Lit shader’s texture scale does not seem to be adjustable when exported. Is this an accurate statement? i.e. I used a tiling rate of 20 for both axis and it always appears as 1 in a build.

Good day,
I’d like to know if there’s been any update or if there’s any short term plan for update on this plugin please.
Thanks

Yep, I have the same issue. I will give up for a period of time my idea and continue only with native Swift development :frowning: