unity3d-jp / MeshSync

A package for synchronizing meshes/models editing in DCC tools into Unity in real time.
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Sync empty objects #681

Closed FlorianBarnier closed 1 year ago

FlorianBarnier commented 2 years ago

I'm using this tool since a couple days to make level design directly from Blender and I must say it's awesome, though one thing that I feel is missing is synchronisation of empty objects. This would be great to place stuff like triggers directly in the scene, or to automate some things (e.g. making a script listening to OnPostRecvMessageCallback to scan the content and auto add components or prefabs to objects with a specific name).

sindharta commented 2 years ago

Do you have a specific use case/sample of what you are trying to achieve ?

FlorianBarnier commented 2 years ago

Sure, here's an example. I need triggers in tons of places in my level, so I use empties in Blender as reference to know where they should be:

Capture d’écran 2022-05-12 à 11 34 03

Currently, every time I make a layout change in Blender, I have to move around the actual triggers in Unity to match with the new positions (which happens quite a lot).

If empties were synchronized, I could simply add the trigger components on them in Unity and then move them directly from Blender, instead of having to do the work twice.


Here's another example:

Capture d’écran 2022-05-12 à 11 48 03

If empties were synchronized, I could simply have an empty (the cube on the image) on this torch, with a specific name like _ParticleSystemTorch. Then, in Unity, I could make a script listening to OnPostRecvMessageCallback to know when the scene has been updated, and automatically attach a fire particle system on every empty named _ParticleSystemTorch.

sindharta commented 2 years ago

Interesting ! Thank you very much. We'll consider this.

schinkowski commented 1 year ago

Thank you for your feedback @FlorianBarnier. This should work in version 0.16.

FlorianBarnier commented 1 year ago

That's great to hear, thanks!

sindharta commented 1 year ago

Closing this for now. Please feel free to reopen if you think the issue still applies.