the blocks dont appear in camera in order like they appear the scene. when i exported them from blender i made them all in a stright line. in unity they are not in the right order. some blocks are set in 3d order and i can only see some of them if i rotate the camera. but its a 2d project
Blender3D objects used as trees / detail in Unity3D terrain (See the second half of this response)
Probuilder and Probuilderize and Blender:
Some more potentially-useful info:
Updating Blender files without breaking your prefabs:
When I work in Blender3D for Unity3D use, I follow these organizational rules:
use Empty Blender Objects as folders: they come out as an extra GameObject
ALWAYS parent everything to a single Empty, even a single object
ALWAYS apply all Scales and Rotations on every Transform throughout your hierarchy.
put as few objects in a given .blend file as possible, combining them in Unity into a prefab
REMOVE unnecessary items (Light, Camera, etc.)
use good names for your Blender3D objects and NEVER RENAME them after Unity sees them
don’t even think about final Materials or Textures in Blender. Set the mesh to use N different materials, but always set up the materials within Unity and disregard what gets imported.
Here’s some more notes to smooth out your Blender3D → Unity3D workflows.
Costs of using Blender files directly vs exporting to FBX:
it appears that i made a mistake by importing it to a 2d project becasue i wanted to use 2d spirtes for my character. when i tried importing to a 3d project it did it perfectly. however now i dont know if i could import sprite and sprite animations into my project
I don’t think there’s anything built into Unity to convert a 3d scene into 2d sprites.
Generally you design your level layout in Unity itself. It has packages such as sprite shapes to do this in a procedural manner: 2D Sprite Shape | 2D SpriteShape | 10.0.6
Otherwise Aseprite has proper importer support, though that’s more oriented towards pixel art.