Open McManning opened 3 years ago
Some more random thoughts here to throw onto the pile - it's probably not too crazy to just bake Blender scene data as a temporary asset type right into Unity similar to how ProBuilder bakes whiteboxed levels without actually generating the obj/fbx/whatever whenever the user makes changes. That baked asset blob can then just be associated with a .blend file so the blob can exist in the Unity scene while not connected to Coherence - but it can also be in-place loaded and updated from the .blend file opened in Blender.
Gets kinda complicated though when dealing with crazy diffs - e.g. we add/removes stuff in the blend file before connecting to Coherence and we'd need to consolidate all that. Assuming it's not just a process to blow everything away and replace, that is.
Related to #13
Right now all data synced from Blender is transient - gets added to the
[Blender Sync]
GO group and goes away once we disconnect from Blender. To be production ready, this needs a workflow for persisting assets from Blender -> Unity and editing those assets back in Blender on demand.Use Cases
1. I want to lookdev my WIP Blender assets from within Unity
This would cover things like loading up specific lookdev Unity scenes with the right lighting / backdrop / etc and dropping a transient asset into it to work on within Blender. The asset isn't production ready yet, so it's not persisted to Unity. It just exists as a .blend file.
2. I want to start new assets in Blender and persist them to my scene immediately
Simple work like greyboxing, low poly art, assets for VFX (waterfalls, vector fields, particle meshes) that can go through the entire pipeline in a day and may not need a source .blend file.
Around step 4 there should be an optional "Also save .blend file" step where the artist can save their source file for the asset and keep it associated with the new Unity assets in case they want to do use case 3 (below).
3. I want to edit assets already in my Unity scene
Example - I'm doing greyboxing for a level and want to re-open that level to make changes (essentially replacing ProBuilder-like tooling). Or an asset isn't working well with updated shaders and I want to adjust normals / vertex colors / UVs / etc.