What could cause 3DS Max models to not appear on mobile only?

I made a model in 3DS Max, with less than 1000 polys and just a few reasonably sized materials. I put the Max file directly into an Asset folder. The model appears in Unity editor (5.6.3f1) and I can fix the materials… So far so good. It appears fine in both Scene and Game view.

Next I publish to WebGL. Again, everything is A-OK.

Next I publish to Android and iOS. (And yes, I have done projects before for those platforms, but in 2D).

I run the app… My model is gone. The only models that are still there are models I got through the Asset Store.

I have compared mesh settings, material settings, shader settings and set everything to match the asset store models. NOTHING seems to help. I am at wit’s end here.

I also trie FBX export with same results. My units setup is 1 unit = 1 metre.

What should I investigate next?!

Are these Max materials or are you using materials as the generic term in place of textures?
Possibly attempt to export from Max with just a standard grey material without any textures. Any change in outcome?
If no - I’d say there is something in the code or game architecture that is causing the model to be ‘gone’. That is to say this issue isn’t a 3D Max model problem, it is something else. :slight_smile:

Isn’t there a runtime profiler for testing to see if the model is really there, (Unity remote?) but maybe transformed off screen or something. Model is gone really doesn’t explain enough to suggest a solution.

Yes by material I meant textures.

To follow up a bit more: I did a test with a simple untextured cube. (1mx1mx1m). I saved it as a Max file and also exported it as an FBX. The good news (for me) is the FBX worked. The Max one did not.

I’m now experimenting with FBX and also the model import settings.

I have zero experience with remote profiling, so no, I did not try it. I will look into that as well.

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Which Max version are you using - and which fbx export version (at the bottom of the fbx export dialogue) are you using?

I think there were some issues with 2015 and maybe 2017 fbx exporter in all 3D software packages. I’ve used 2012 fbx exporter successful for several years, and have used 2016 successfully without incident.

I also have zero experience with remote profiling. Hope it helps solve the problem, going through the trouble of getting it working.

I use 3DS Max 8 but also have 2010 installed and I think Unity is detecting and using 2010’s FBX exporter. So maybe there is an issue with the newer FBX converter handling an older Max file.

(I know, I know… 8 is a very old version, but it is bought and paid for and I can’t afford a new version or the time to learn a package like Blender.)

So, after some more investigating a friend and I found that the FBX model DOES work on mobile but I had a camera problem preventing me from seeing the model.

I wish I could just use the Max files but now at least I can move on with my project by using FBX.

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As long as you use the same file name fbx - it will update the same as a max file does in Unity.
Glad you found the issue.