Exporting then Importing from Sketchfab

So I am currently in a project with 3 other people at the WMC. I'm currently trying to figure out the best way for everybody to be sending their assets to me so I can then put it all together for our project! The way I have imported the following 2 assets, the forest i drew, and the druid from the library (only for testing!) is by using Side Quest and ripping it straight from the headset. However it would be much easier if my team could send me their drawings via cloud, so we tried Sketchfab! However whenever i try and upload that .glb file, or any of the other formats on there, they will give an error (the untitled/flower files from the right windows). I am using the Sdk:) I am still new with Unity so I'm bad at explaining it properly, super sorry!!
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44 Replies
andybak
andybak2mo ago
This is about to get much easier - what's your timescale?
Keroxsi
KeroxsiOP2mo ago
may i ask what a timescale is 🥲 is it a unity term or do you mean for our Project in general? hahah sorry!
andybak
andybak2mo ago
We'll be launching something soon that will make this much easier. do you need this now, in a week, in a month?
Keroxsi
KeroxsiOP2mo ago
We started our project in November and the technical finish date will be at the end of February! However we will start asset creation this week:) A week would be ideal, but we can also try and organise ourselves and use sidequest too! its just a lil more work hahah I wouldnt wish to bother you too much just for us!
andybak
andybak2mo ago
a week. that's probably a bit too soon ok.. next question - sketchfab. can you share a link to the upload with me
Keroxsi
KeroxsiOP2mo ago
yeah illl share it now! its awful though hahahah, its the first thing i drew so dont judge me! 🥲
andybak
andybak2mo ago
i want to check something DM me if you prefer
Keroxsi
KeroxsiOP2mo ago
is this an error only for me, does sketchfab work for others? I've tried on two different machines but with the same result
andybak
andybak2mo ago
not sure. just looking now
andybak
andybak2mo ago
@Keroxsi - can you try using this package?
Keroxsi
KeroxsiOP2mo ago
i got these errors on import of it
Keroxsi
KeroxsiOP2mo ago
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Keroxsi
KeroxsiOP2mo ago
im using unity version 2022.3.32f1, should I use Unity 6 instead?
Keroxsi
KeroxsiOP2mo ago
the glb files (from headset) show up on my older sdk, but as blank on the new sdk
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andybak
andybak2mo ago
confused. i thought the older sdk was totally broken? oh. "from headset" not from sketchfab gotcha @eerop you've introduced a dependency on Unity Mathematics into the Toolkit/SDK Is that intentional?
eerop
eerop2mo ago
I know. It was on my todo list to add to the toolkit readme to install burst/mathematics, but I just realized I forgot it
andybak
andybak2mo ago
Is that for Burst/Jobs support?
eerop
eerop2mo ago
yes @andybak is it ok if we tell people to install Burst and Mathematics in the install instructions here: https://github.com/icosa-foundation/open-brush-toolkit/releases/tag/v24.0.0#:~:text=experimental.unitypackage%20instead.-,Newtonsoft%20errors,-If%20you%20get
andybak
andybak2mo ago
@Keroxsi in the meantime - just unzip this and open it as a unity project:
andybak
andybak2mo ago
There should be a way to declare dependencies for a .unitypackage. I'm sure I've seen something about that. I wonder if the easiest thing is to move the burst jobs stuff into an optional extra. either another package or another repo or something.
eerop
eerop2mo ago
well the split mesh by stroke tool uses it heavily, so it would require rewriting it to work without burst and jobs (which is hard to optimize). I don't see a problem with just telling people to install burst. Except maybe it's not good user experience that when they open the project for the first time they get a bunch of errors.
andybak
andybak2mo ago
i meant "move the new features that require Jobs into a separate thing" a lot of people who use the core functionality in the toolkit/sdk aren't regular Unity users - so making it more complicated is bad the install instructions are already a bit too complex!
eerop
eerop2mo ago
so something like the toolkit for urp? https://github.com/kijai/tilt-brush-toolkit
andybak
andybak2mo ago
that's not the toolkit for urp someone else made that and it's out of date
eerop
eerop2mo ago
Yeah I'm fine with that. So the goal is to make it so that these errors don't show up in the default installation, right? Then I think it would be fine to put it in a feature branch.
andybak
andybak2mo ago
It's the unitypackage most people use. So it's nothing to do with branches. If we can declare dependencies in a unitypackage then that would fix it too. I'm just aware that we're spending a lot of time fixing the old sdk/toolkit which is meant to be in retirement! Damn thing
eerop
eerop2mo ago
If we can declare dependencies in a unitypackage then that would fix it too.
i did some searching and i don't think it's possible for .unitypackages, only for upm
Keroxsi
KeroxsiOP2mo ago
(sorry to butt in! is this project only to be opened in ver2019 or is 2022 okay also?) This file works for .glb files from Sketchfab by the way, thank you!! ❤️
andybak
andybak2mo ago
2022 should be fine this might give a clue: https://openupm.com/packages/com.needle.upm-in-unitypackage/ it's talking about something slightly different but it might do what we need
andybak
andybak2mo ago
GitHub
GitHub - needle-tools/hybrid-packages: Export UPM packages as .unit...
Export UPM packages as .unitypackage files. Contribute to needle-tools/hybrid-packages development by creating an account on GitHub.
eerop
eerop2mo ago
sry forgot to reply, but thanks for sharing this. I'm busy with a CS course right now, but i'll try to get this done by this or next week. @andybak does there exist a unity publisher account for Open Brush already? the thing above requires one
andybak
andybak2mo ago
@mikesky ?
mikesky
mikesky2mo ago
I think I did set up one, I’ll dig it out/make one if not tomorrow We have an org for our keys so it’ll be tied to that The asset store does allow upm package uploading now, but instead of using scoped repos it goes in as an embedded package
eerop
eerop2mo ago
so I think it'll work if we create a UPM package containing the jobs/burst code, then make it a .unitypackage using the hybrid packages above. I'm creating the UPM package right now. This is probably ok for the package.json right? In terms of the name and description and stuff:
{
"name": "com.icosafoundation.openbrushtoolkitburst",
"version": "1.0.0",
"displayName": "Open Brush Toolkit Burst",
"description": "This package contains Open Brush Toolkit features using Burst and Jobs system.",
"unity": "2019.4",
"unityRelease": "25f1",
"dependencies": {
"com.[company-name].some-package": "1.0.0",
"com.[company-name].other-package": "2.0.0"
}
}
{
"name": "com.icosafoundation.openbrushtoolkitburst",
"version": "1.0.0",
"displayName": "Open Brush Toolkit Burst",
"description": "This package contains Open Brush Toolkit features using Burst and Jobs system.",
"unity": "2019.4",
"unityRelease": "25f1",
"dependencies": {
"com.[company-name].some-package": "1.0.0",
"com.[company-name].other-package": "2.0.0"
}
}
i also need to set the dependencies
eerop
eerop2mo ago
No description
andybak
andybak2mo ago
I'm trying to remember why we don't make the whole thing a UPM package. The original reason for sticking with unity packages was because I didn't want to put effort into the old toolkit that I could spend on the new unity tools. But now we seem to be spending time anyway? So is there a reason not to go full upm? Is it more work than whatever you're doing for this hybrid stuff? It's a shame the new unity tools isn't closer to the finishing line. I mean it's pretty close but...
mikesky
mikesky2mo ago
Yeah, this! there shouldn't be any reason to not go full upm 😄
andybak
andybak2mo ago
I guess I was just hoping hoping that the old unity SDK was just in maintenance mode now. 😦
eerop
eerop2mo ago
im fine with that. i'll get this done and then if I wanna do something in the future I'll do for the unity tools. I wanted to do this because if someone downloads the .unitypackage for the UnitySDK there's the errors with burst and mathematics.
andybak
andybak2mo ago
Only if we include your new stuff in the unity package . The current unity package is fine and we could always make one that excludes the new stuff. People who are technical enough to know how to use the new things you've done will probably be technical enough to download the unity project I don't know - in some ways I've kind of lost sight of the bigger picture here. I'm trying to hold too many different things in my head at one time
eerop
eerop2mo ago
I can take care of this, you can focus on other features @andybak ok I figured out a way for us to win here. What we achieve: - the unity-sdk can be turned on to maintenance mode, so any future development (except bug fixes) will be made for the newer unity-tools - the feature I developed "split mesh by stroke" is easily installable by a new user who installs the unity-sdk's latest release, as a UPM package. Plan: (do these 2 steps) (1) merge this new PR into main: https://github.com/icosa-foundation/open-brush-toolkit/pull/13. It has been tested by me to work on a fresh unity project. (2) Modify the latest release README here or make a new release: https://github.com/icosa-foundation/open-brush-toolkit/releases/tag/v24.0.0 To include a new section:
### Installing features that use Unity Dots

There is a new feature called "Split mesh by strokes", that uses Unity Dots for performance. It's an editor tool that allows splitting a mesh that contains multiple strokes into individual strokes. It is helpful if you want to work with the individual strokes, because Open Brush will by default group strokes on export.

**How to install:**

1. Open the Package Manager window in Unity, located at Window/Package Manager
2. Open the install menu in the Package Manager's toolbar.
3. Select **Install package from git URL** from the install menu.
4. Enter `https://github.com/icosa-foundation/open-brush-toolkit.git?path=/UnitySDK/Packages/OpenBrushToolkitDots` into the text menu and click "Install".

You can now use "Split mesh by strokes" tool located at Tilt Brush/Labs/Split Mesh By Stroke

See https://docs.unity3d.com/Manual/upm-ui-giturl.html for more details on installing packages via Git URL.
### Installing features that use Unity Dots

There is a new feature called "Split mesh by strokes", that uses Unity Dots for performance. It's an editor tool that allows splitting a mesh that contains multiple strokes into individual strokes. It is helpful if you want to work with the individual strokes, because Open Brush will by default group strokes on export.

**How to install:**

1. Open the Package Manager window in Unity, located at Window/Package Manager
2. Open the install menu in the Package Manager's toolbar.
3. Select **Install package from git URL** from the install menu.
4. Enter `https://github.com/icosa-foundation/open-brush-toolkit.git?path=/UnitySDK/Packages/OpenBrushToolkitDots` into the text menu and click "Install".

You can now use "Split mesh by strokes" tool located at Tilt Brush/Labs/Split Mesh By Stroke

See https://docs.unity3d.com/Manual/upm-ui-giturl.html for more details on installing packages via Git URL.
andybak
andybak2mo ago
Sounds perfect!

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