![]() ![]() May not be the best explanation, but I imagine if you know what I'm talking about then you may be familiar. The original game asset exported as 1 mesh file which contained a single dae with all of the model objects. when I build the Unity project, my dae object opens in UABE with 1 mesh file for every distinct object in the dae file. It's at this point that you would then replace the mesh file in the original shareassets file with the newly created mesh file that you've modified. The process is then, import dae file into Unity empty project > build project > open shared assets file in UABE > export raw. When opening in Blender, there are several separate objects with their own unique UV, materials, etc, in the single '.dae' file. ![]() Using the Unity Assets Bundle Extractor (UABE), I export a singular mesh file as '.dae' A question for people familiar with modding 'sharedasset' files from games created with Unity: ![]()
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