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i’m using blender to create a bunch of assets for a mobile game in Unity. Sometime ago we adquired the Sinty Studio´s Simple Port assets, and I realize that they use only one material, and one texture for all the assets, with separate meshes for every object.

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How can I do the same that Sinty does with my own assets(have multiple uvs, on multiple objects, but just one material and one texture)? I need to create different .blend archives? If so, how can I use the same material for each one of the different archives?

Exporting on fbx was a kind of solution, cause now I have my meshes separated and still with only one material, and one texture. But the method I used was to elaborate, cause I have to delete two of my three objects in the .blend, then export the .fbx, hit ctrl+z twice, and repeat whit another object. I don’t believe that´s the most efficient method, and since blender has a limited amount of undos, It won´t allow to do the process with has many objects as Sinty´s package has in a row. (sinty´s package has 84 models)

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On other hand, i think another method will be to model every object in their own .blend, then have a material-and-texture-mapping.blend to pass every object trough, manually adjust the uv map, assign the material, and export from there in order to keep the one-material-one-texture-many uv's thing I’m looking for, but then again, I think that’s to elaborate, do you think of another way to solve that particular issue? it is an atlas-related problem?

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I think the simple way is to have all your model in one .blend, which share their unique material, and export one by one with selected only checked.

blender selected only fbx export

Then in Unity, you just have to set this in all your models setup : unity detect already exist material

Unity will know that material allready exist, so it will be instanciate.

Unless you work in team, so you want one .blend by models : obviously you have all to use the same naming convention for the material, and with the same option in unity import above, it will probably works.

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  • $\begingroup$ It worked smoothly, thanks a lot, you save me a lot of headaches!! :D $\endgroup$ Sep 28, 2016 at 18:03

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