A Batch glTF and FBX Exporter for Blender
When making several related models, especially those that share texture space, I find it much easier to work on them in a single Blender file. This add-on makes exporting multiple objects at once a single click for both glTF and FBX, and additional formats can be added quite easily if desired.
Debugging Blender Add-ons
Fixing bugs in Blender add-ons can be a bit painful without a proper debugger. Luckily, it's pretty easy using the debugpy package and this small Blender add-on that helps install and start it. Once it's running, Visual Studio Code or Visual Studio 2019 v16.6 or later can be used to debug your add-on!
Quick Add-on Reloading in Blender
While working on a batch glTF exporter for Blender, I wrote a "script.reload_addon" operator to make it easier to update a single add-on during its development. It's faster than the built-in "script.reload" operator, and it does not affect the state of other add-ons. Most importantly, it adds shortcut keys for both!
Autosave Images (Textures) in Blender
I've been working on a simplified Substance Painter-style PBR workflow in Blender for models that I'm exporting to Unity, and one of the things that quickly drove me crazy was it not saving images when saving the Blender file. Here's a simple Blender add-on to fix that!
Custom Runtime and Editor Settings in Unity
Unity's lack of standardized support for project wide and per-user settings can be a bit frustrating. This article discusses an alternative to what is currently provided and includes a class that can be used to expose settings for use at runtime or in the editor with minimal effort.
Singletons in Unity
While the singleton design pattern seems like it should be simple enough to implement, in larger applications issues often arise from more complex object initialization. In this article, I'll cover singleton implementations for use in both Unity's editor and at runtime and discuss several potential issues with each.
A Custom glTF Importer for Unity
I've never really liked Unity's handling of Blender files, so after doing a bit of research, I decided to write a custom importer for glTF files. It actually turned out to be less work than I thought it would be, and being able to extend the importer with additional custom properties has been very useful!
Rendering Flat-Shaded / Low-Poly Style Models in Unity
I really like the flat-shaded, low-poly style especially when combined with nice lighting. Unfortunately, the simplest, most common approach to achieving this look is far from optimal. In this article I'll cover ways for achieving this look more optimally in Unity using its scriptable and standard rendering pipelines.
Using Git for Unity Projects
Using Git for version control in a Unity project requires a small amount of initial setup, but it can all be done quickly using the command-line client. This article covers initializing a new project using Git with Large File Storage (LFS) to handle the substantial number of binary files required by game development.
Version Control Options for Unity Projects
There are several version control options available when working on Unity projects. In this article, I'll review a few of the ones that I have used in the past and discuss the option I finally chose for my current project. If you're not already using some form of version control for your project, I strongly recommend giving at least one of these a try!
Thanks for taking a minute to visit Hextant Studios! This site currently serves primarily as a development blog for work on an in-progress title built using the Unity game engine. Articles will cover a variety of topics focused on 3D game development using Unity, Blender, and other content creation tools.