Closed Denicer closed 6 years ago
Hi, a couple things to try:
Do a fresh clone of toolkit, open it in unity, and import the fbx only (you don't need any of the png files). Does this still reproduce the problem? If not, unity's built-in material assignment logic is probably overriding the toolkit. It's probably not this though, since you see one correct mesh.
If you can, share the .fbx and .tilt with us.
On Sat, Mar 31, 2018, 8:28 AM Denicer notifications@github.com wrote:
Hi, I still have the problem that the shaders are not assigned when importing the export folder from TiltBrush into unity. Unity breaks up the meshes and the toolkit then assigns the shaders only to the first mesh. I also tried reimport all assets, still didn't work.
— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/googlevr/tilt-brush-toolkit/issues/19, or mute the thread https://github.com/notifications/unsubscribe-auth/AAI1MBZgJGZnTOPnHufxQvfkmWPasN1fks5tj6COgaJpZM4TCgB5 .
Closing for inactivity, but please reopen if you have any updates
Hi, I still have the problem that the shaders are not assigned when importing the export folder from TiltBrush into unity. Unity breaks up the meshes and the toolkit then assigns the shaders only to the first mesh. I also tried reimport all assets, still didn't work.