How is there still no native support for UDIMs in Unity? Are we living in the stone age? Did I miss something?
I feel bad to even say this, why is unity not having udims support.
its a game engine and bit some of us use it for film so we should have it by now, after trying out character creator and sending a model to unity it somehow is able to uses the udims, it created, but that works for Fbx not Alembic, but i use alembic.
Pls if anyone can help me figure how they do it I’ll be eternally greatful. Would save us a alot as a committing as well…
UDIM are not supported by mobile/android devices
Ohk so that’s the reason. but what about us who make films with unity
Isn’t this possible with shader graph? just make a shader that handles UV space differences.
i would love to do that. but i doubt i can, as i only do filming and rendering most in unity i don’t know how to code, but if you can show me how to, or share a tutorial link it would be much appreciated, i noticed character creator found a way to send Udims to unity but i don’t know how they did it
I found a chinese tutorial on it but the screenshots are in english.
It’s a fairly basic setup it seems.
This way is ok, but the performance cost of using Sample multiple times to sample a tile is quite high. It might be better to convert UV to a Texture2D array and sample by index, but to this day unity still doesn’t have native support, which sucks. I never want to use it except for the company project.
I don’t know if this is the right way to do it, but I just take my UDIM textures and place them side by side in Krita; that way, I turn the two textures into a single rectangular image, and in Unity, I set the X-axis tiling value for the materials to 0.5. It worked.
Unity being Unity…
![]()