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Created custom unity asset not showing up in game

weberthomas

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In unity I click "build", then find the folder it's in and shows 2 files, "lipstick_asset" and "lipstick_asset.manifest". The guide says to rename it so I did to "lipstick_asset.assetbundle" to change it into a ASSETBUNDLE FILE, then place the 2 files in custom>assets. Going into Virtamate I add the custom unity asset, navigate to the file and click it. Next to "asset" I click "none" but my lipstick doesn't show up in the drop down menu. Wondering what I'm doing wrong.
 
Reread MacGruber's guide and make sure to follow the steps mentioned. If you're still stuck, try making a different assetbundle, for example a AB with audio and test that.
 
The problem was that I wasn't converting the fbx into prefab and now it shows up in the game, however now it's like having double vision. There's 2 of my objects a few feet away and are transparent. When I close one eye I see one object on the right clearly, then close the other and see it on the left. I checked the normals in blender and they are facing the correct direction. What is causing this?
 
You don't convert into prefab. A prefab is what you put in to your scene, it contain info about what it is, exemple; 3d model, materiel, sound, collision an so on. You just leave the prefab in the scene that is link to your model, don't add your model on the top.
 
Capture d’écran 2024-12-26.jpg
 
Last if you dont want to rename your asset at the end, when your create a new asset, just name it lipstick.assetbundle and not just lipstick.
 
Starting fresh with a new project and a completely different object I created, I used your picture and explanation but I'm still getting the double vision effect. Here is exactly what I'm doing:

1. import fbx into unity
2. create new prefab
3. drag fbx over prefab
4. drag prefab into scene
5. add collision. location to 0/0/0, scale 1/1/1, rotation 0/0/0
6. drag prefab into configure under "assetbundle browser" and click build
7. rename file to sponge.assetbundle and put it in custom/assets/myfolder

Is there something I'm missing?
 
Capture d’écran 2024.jpg

See there 2 things in my scene, but it only show cross in my asset export, well arcadegal have no assetbundle tha whyt, cross is a part of an assetbundle, witch is already name cross.assetbundle, no need to rename it after export. if you drop a non asset in your assetbundle exporter, most of the time you endup whit duplicate, like a mech no texture wrong location.
 
Here is my screen before I press build. I'm hoping this will give you a better perspective of what may be wrong.


Screenshot 2025-01-06 104913.png
 
You should have name name your things. I guess, lipstick with material and cylinder (cylender is your 3d model) is you prefab, you could name it LipstickPrefab. And the other one must be your original file 3d model, your import. Is it possible, you have put your 3d model file in the scene? Unity will assume that you want to export it in your assetbundle along side your prefab.

Actually I just notice that you add mesh collider to your import 3dmodel. You juste created 2 prefab in someway.
 
1 is my 3dmodel.
2 is my prefab Witch I put in the scene. It have materials and mesh collider.
3 is my prefab inspector, as you can see it only have mesh collider, if you drag and drop your materials, it won't appear in your inspector, but will be inside your prefab.

So you don't need to put material or collider to your 3d model (witch is 1 in my exemple.) And don't include your model (1) in your scene.
Capture d’écran 2025-01-06 144220.jpg
 
I appreciate your help along with all the pictures you have provided but it's still not working, so I tried something different by creating a second object(sponge) so along with my lipstick I placed them in a single assetbundle together and click build but when I navigate to the "standalone windows" folder they end up being 2 separate files.
 
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