I've been trying to create a modded part in SP, yet the 3D model always gets this weird material once loaded in.
I modelled the part in Autodesk Fusion, exported it as .FBX and imported it into Unity. I checked; the Unity version is correct as per the mod tools, and the render pipeline is also correct. Has anyone experienced this before, and does anyone have any fixes?
My SP version is the latest beta, not sure but it might be a side effect of that
@PlaneFlightX Oh yes, I do. I sent you a request.
@windshifter1 I may have asked this question before, but do you have Discord?
@PlaneFlightX How should I use it? I added Part Mesh Configuration to the part, but now its glitching where one I put it into a build, an unlimited amount of them spawn on top of each other, and transfer across builds. So if I change aircraft, it stays exactly where it is; it doesn't get despawned when loading another aircraft. They're selectable, but undeletable. And I can;t move it without using the Fine Tuner interface.
@windshifter1 Wait I just checked; it should be Part Mesh Configuration.
@PlaneFlightX Thanks! I'm glad you have a fix!
I've used mesh renderers in other Unity projects, it just didn't occur to me that this would need it.
Add a partMeshRenderer to the mesh and make sure the part mesh indexes there are unique (e.g. 0, 1, 2). Also turn on Read/Write in the import settings for the asset.
@PlaneFlightX, any ideas, or any contacts that might be able to help?