Navigating the Challenges of Surface Interaction in Crystal Hyper Court

   The Initial Challenge

As our metaverse takes shape, one hurdle emerges: users experiencing difficulty standing on certain surfaces. Understanding that a smooth, glitch-free interaction is paramount, we set out to find a solution that ensures users can confidently explore every nook and cranny of our digital landscape.

Step 1: Blender to FBX

The first step in our quest involves converting our meticulously crafted Blender file into the FBX format.(as we found out only FBX file can be imported into Unity) This intermediary format is crucial for seamless integration into Unity, our next destination.

Step 2: Unity's Mesh Collider Modifier

Once in Unity, we dive into the world of mesh colliders. The key here is to add a mesh collider modifier to our 3D model. This nifty tool allows us to define the collision shape based on the mesh's surface, creating a virtual "shell" around our object.

Step 3: FBX Export from Unity

With the mesh collider in place, we export the model as an FBX file from Unity. This file will carry the crucial collider information back into Blender for further checks and adjustments.

Step 4: Blender Reassessment

Back in Blender, we inspect the FBX-imported model. This step is crucial to identify any animations or modifications needed to enhance the user's interaction with the surface.But unluckily the animation that we set earlier in Blender was gone,so we have to reanimate those model again.

Step 5: FBX Export from Blender

After addressing any necessary tweaks, we export the model once again as an FBX file from Blender. This refined file now encapsulates the collaborative efforts of Blender and Unity.

Step 6: Back to the Metaverse

Eventhough we have tried to import into the metaverse,the user still can stand on some of the surface,so i guess we have to think another way for it.


During this process,i learnt to play with some basic tools in Unity(but still not really know how to use it)by watching some tutorial.For me,this process was the hardest part as i need to spent time on waiting those model to be export and if it failed i need to redo all those process again.While exporting into FBX file and import into Unity,i also found out some of the color is missing and i have to import those texture into Unity file(its completely different with Blender).

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