barcoderdev / unitypackage_godot Goto Github PK
View Code? Open in Web Editor NEWImport assets from UnityPackage files into Godot
License: MIT License
Import assets from UnityPackage files into Godot
License: MIT License
When trying to extract https://assetstore.unity.com/packages/3d/props/low-poly-ultimate-pack-54733 in Windows 10: .\unitypackage_util.exe LowPolyUltimatePack.unitypackage dump
Got:
thread 'main' panicked at 'called `Result::unwrap()` on an
`Err` value: Error("content: duplicate entry with key \"m_Name\"", line: 23157, column: 3)', src\commands.rs:46:58
Any way that I can help debugging further?
I used your previous release/build version of FBX2glTF for Windows --> in conjunction with the Unidot importer from (https://github.com/V-Sekai/unidot_importer) for my game project and it worked like gangbusters. Recently I had to re-install my project and use your newest version of FBX2glTF -- now I'm getting errors and can't open my project.
Not sure if it's possible, but do you ever make your older/previous builds available for download?
Any help would be most appreciated.
Looks like any new unitypackages no longer work with this tool
UPackGD::CallOnlyOnce::RegisterPivotFixer
๐ฆ [UPackGD] LoadCatalog::PackageDumpFailed
Browser::LoadCatalogFailed::C:/Users/user/AppData/Roaming/Unity/Asset Store-5.x/Hivemind/3D ModelsEnvironmentsFantasy/Mountain - Ancient Mountain Environment.unitypackage
๐ฆ [UPackGD] LoadCatalog::PackageDumpFailed
Browser::LoadCatalogFailed::C:/Users/user/AppData/Roaming/Unity/Asset Store-5.x/Hivemind/3D ModelsEnvironmentsFantasy/Mountain - Ancient Mountain Environment.unitypackage
https://github.com/godot-rust/gdext
Build FBX2glTF into it: https://docs.rs/cxx/latest/cxx/
Needs bit rate detection
% ./unitypackage_util ../pf.unitypackage dump
{}
% ./unitypackage_util ../pf.unitypackage info
Package: TarGz: ../pf.unitypackage
% ./unitypackage_util -V
unitypackage_util 0.1.3
System: Macbook Pro i5 Ventura 13.3.1
Godot: 4.0.3
Unity: 2020.3.48f1
E 0:00:08:0516 browser.gd:91 @ load_directories(): Condition "err" is true. Returning: err
<C++ Source> core/io/marshalls.cpp:1522 @ encode_variant()
browser.gd:91 @ load_directories()
browser.gd:83 @ load_package()
browser.gd:45 @ ()
Needs more attributes mapped
It appears that the official https://github.com/godotengine/FBX2glTF has received some fixes that haven't been pulled into https://github.com/barcoderdev/FBX2glTF yet
According to V-Sekai/unidot_importer#19 they have reviewed and are supportive of your modifications
Could you please submit your changes upstream as a PR or update barcoderdev/FBX2glTF from upstream?
unitypackage_util not found
After setting the variables (through UPackGDConfig), the utils are not asserting. The same issue comes from FBX2glTF if I comment the unitypackage_util line. Using Godot v4.1.1-stable.
Specifically an error in unpackgd_base.gd.
Does this asset support Godot 3.x?
I was discussing with the Godot community and they suggest that Godot 4.x is not yet mature enough. Especially for us since we need C# on mobile and Godot 4.x does not yet have that. We are currently porting Blocky Ball:
https://store.steampowered.com/app/1343040/Blocky_Ball/
And we've got ~3 months to port from Unity so every tool to help is a massive win! With that said, if it does support 3.x, just reply with a celebratory emoji and close this issue! :)
If not, how difficult will it be to get that support in there and how can I help (assuming it will be the fastest course of action for me)?
I know not many people use Unity on Linux but can we make OS specific parts just a bit more inclusive?
Packages that require another package need a way to be handled.
See POLYGON - Dungeons Map
requiring POLYGON - Dungeons Pack
Possibly require them to be manually extracted to the same location first?
Why this project combines with existing Godot Proposals needs a separate discussion?
When porting Unity features to Godot, we have a chance to combine the talents of Unity and Godot to evaluate how the Godot proposals could be BETTER implemented in Godot!
When converting Unity Animation To Godot, evaluate if we need new Animation Editor features
Provide dedicated skin and hair shaders for creating realistic human characters
Great Job!
Great contribution to Godot Community!
Consider open the Github Discussion
Needs Skeleton3D implemented, testing with animations.
Needs implementation
Needs additional attributes mapped
Some models come in with incorrect scales. The values are off by 1/100, 1/10, 10, 100, etc.
An example package of this is the POLYGON - SciFi City
pack: Billboards, Cables, Papers, and Skybox. Also see POLY - Medieval Camp
.
Might be related to this in Fbx2Raw.cpp:
FbxSystemUnit sceneSystemUnit = pScene->GetGlobalSettings().GetSystemUnit();
if (sceneSystemUnit != FbxSystemUnit::cm) {
FbxSystemUnit::cm.ConvertScene(pScene);
}
// this is always 0.01, but let's opt for clarity.
scaleFactor = FbxSystemUnit::m.GetConversionFactorFrom(FbxSystemUnit::cm);
FbxSystemUnit::cm.ConvertScene(pScene)
changes the scale and needs to be applied to the yaml import values?
The artifacts at https://github.com/barcoderdev/FBX2glTF/actions/runs/5040011556 have expired, didn't know this could happen, next time I'll be sure to not delete my copy.
Needs implementation
When importing a unity package, each prefab that is made up of multiple meshes has Node3D nodes created to store the transform of the mesh.
However, when I convert, I also see the mesh itself has the same offset, resulting in this:
Please let me know if anyone has any ideas or needs more information. I searched quite extensively before posting here, so apologies if this is a resolved issue somewhere.
im using latest godot mono stable with LTS so it should work for at last this
im getting that project is too old and wont be omported properly anyone have any idea ? i supose gd scripts will be out of date too
Needs additional attributes mapped
Needs implementation
Other than that, the textures, materials are imported correctly.
Here is the stack trace of one of the 10.000+ exceptions I have when trying to import the Polygon prototype pack https://syntystore.com/products/polygon-prototype-pack:
E 0:01:21:0851 asset_base.gd:77 @ load_binary(): Asset::LoadBinary::PackageExtractBinaryFailed
<C++ Source> ./core/variant/variant_utility.cpp:905 @ push_error()
asset_base.gd:77 @ load_binary()
comp_doc.gd:416 @ _comp_doc_mesh_filter__mesh_from_ref__gltf_scene()
comp_doc.gd:256 @ _comp_doc_mesh_filter__mesh_from_ref()
comp_doc.gd:611 @ _apply_component__mesh_filter()
comp_doc.gd:450 @ apply_component()
comp_doc.gd:515 @ _apply_component__game_object()
comp_doc.gd:446 @ apply_component()
comp_doc.gd:57 @ comp_doc_transform()
comp_doc.gd:21 @ comp_doc_scene()
asset.gd:139 @ asset_native_format_importer_prefab()
asset.gd:18 @ asset_scene()
upackgd.gd:118 @ ()
upackgd.gd:129 @ ()
upackgd.gd:196 @ build_all_prefabs()
browser.gd:90 @ load_package()
browser.gd:45 @ ()
I use the last versions of the libraries and GODOT 4.1.
Don't hesitate to ask for more infos if needed.
Needs implementation
Hello,
I made two packages of two games made with Unity 2023.1 and I'm unable to open it with the latest revision.
I only get this message
--- Debugging process started ---
Godot Engine v4.0.3.stable.official.5222a99f5 - https://godotengine.org
Vulkan API 1.3.236 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060
UPackGD::CallOnlyOnce::RegisterPivotFixer
๐ฆ [UPackGD] LoadCatalog::PackageDumpFailed
Browser::LoadCatalogFailed::D:/Projects/Godot/MarsExtraction.unitypackage
--- Debugging process stopped ---
The catalog.json
file contains only the null
keyword in it. Any clue?
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