Hello. I'm trying to import a basic cube I made in blender using the assetbundle feature. I managed to import and spawn a particle the default one that's included.
But I cannot for the earth of me to get the cube to show. It does spawn in game but it's invisible. But I'm standing on it. What texture do I have to put on the cube?
Assetbundle invisible
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- hedgehogform
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Also what layer is world items supposed to be?
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Also here is the code I'm using to spawn it (I'm using kotlin) ignore the animation thing i was just messing around. I'm just trying to get the cube to even show up for now.
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make sure you are using Unity 6000.0.60f1
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make sure you are using Unity 6000.0.60f1
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Could it be a texture issue? because the collision box is there.
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Could it be a texture issue? because the collision box is there.
it may be. tho im not 100 percent. i would break it down to the basic's and just create the prefab with no components.
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It's 100% a shader issue. I just don't know which one to use. I did rip the "Rising World_ObjectShader" from the game and it kinda works but it's semi transparent. Need to fix it somehow.
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I cannot get it to work. Does anybody else have success importing a 3d model prefab with rigidbody and collier and mesh renderer made from blender into unity?
I cannot get HDRP/Lit or unlit to work. I'm honestly out of options. I haven't tried making my own shader yet though. But isn't that kinda uneccesarry since I just want a single color on a side etc.
I'm gonna try different things in blender. Maybe baking the textures will help idk will have to try first. -
Me and james1bow have been talking an he said he also cannot make a custom model in blender even going far as exporting .obj, I also tried making a custom shader and I cannot get a simple cube import to work. Can we get some help red51 ? Are you able to confirm you also are getting the same issue trying to make a basic model in blender? a cube then exporting:
and trying to load it in game? (Also with rigidbody etc) ? It does show up in the unity editor but when trying to load it via assetbundle it's invisible. -
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It's not just in Rising World, KCD + 2 etc., GTA 5, oh, it's already happened in Cyberpunk etc., TSW 5 + 6 and other games. 🫠
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For animations to work exported from blender I had to rebind the animator using code:
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Some updates: Apparently after talking to james1bow in DM's we both kinda concluded it is a Unity 6 issue, Not too sure which one it is though.
Not sure if these issues are relevant:
Assetbundles containing materials do not build correctly for other platforms - Unity Engine - Unity Discussions
So yeah -
Hey, sorry for my late response! Unfortunately I wasn't able to look into this issue yet, but I will definitely take a closer look at this issue over the holidays.
Asset bundles had always been a pain in the *** unfortunately... sometimes shader variants are stripped while building the bundle (resulting in invisible or wrong-looking elements ingame). Could you maybe send me your asset bundle (if that works in terms of file size)?
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Here is one of the many i made trying to figure it out.
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Here is mine
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Any news? This issue is kinda a blocker preventing me from making my mod heh.
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Sorry for not responding earlier!
In fact this is a tricky issue: it's caused by the GPU Resident Drawer that was added some time ago. It seems that the shader that's shipped with the asset bundle is not compatible with it, or more precisely, it's not compatible with DOTS Instancing. That's a bit weird because the HDRP/Lit shader (or any shader created with shader graph) should support it should... maybe adding GPU Resident Drawer support in the HDRP asset might already fix this, I will look into this!However, you can also fix this by adding a so called DisallowGPUDrivenRendering component to the prefab. It might work by doing that in the editor (before building the bundle), but alternatively this can also be done retroactively through the Plugin API by calling prefab.addComponent("DisallowGPUDrivenRendering");

I tried it with both asset bundles and it worked after adding this component through the API. But please let me know if it still does not work!
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Oh thank you will try!
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