public record class ModelImportSettingsHow one model is imported.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Each of these answers something the file cannot. Which axis is up, how the material tree is wired and what the LODs should be are all decisions with better homes — the first in the authoring tool, the second in a material asset, the third in the compiler that sees the whole model.
⚠ The third of those is a standing decision rather than an unwritten setting, and #1173 asked for it to be said out loud: there is deliberately no generateLods here. An import setting decides one file at a time, and which levels an object needs is a fact about the scene it is placed in. So an authored chain — a parent carrying LodGroupComponent's thresholds over children carrying LodLevel — is the only kind of chain that exists today, and the generated kind is owed from the content build rather than from here. Vixen.Geometry.Remeshing is already the decimator that half would use; what is missing is emitting the coarser meshes as sub-assets a group can name. See docs/guide/rendering/lod-groups.md.
Fields and properties (28)
public int VersionThe importer's own version. Bumping it invalidates every artefact that importer produced.
public List<SubAssetRename> SubAssetNamespublic float ScaleWhat to multiply every length by.
public bool GenerateNormalsWhether to compute normals for meshes that have none.
public bool GenerateTangentsWhether to compute tangents for meshes that have UVs and no tangents.
public bool ImportAnimationsWhether to import the animation clips the file carries.
public bool ImportBlendShapesWhether to import the blend shapes the file carries.
public float BlendShapeThresholdHow far a vertex must move to be kept in a blend shape, in the model's own units.
public bool GenerateDistanceFieldsWhether to bake a signed distance field for each of the model's meshes.
public int DistanceFieldResolutionHow many samples along the longest axis of each field.
public int DistanceFieldSignRaysHow many rays each sample casts to decide which side of the surface it is on.
public float DistanceFieldBoundsExpansionHow far a field's volume is grown past its mesh, as a fraction of the mesh's size.
public bool GenerateMeshletsWhether to build a cluster hierarchy for each of the model's meshes.
public int MeshletTrianglesThe most triangles one cluster may hold.
public int MeshletVerticesThe most distinct vertices one cluster may reference.
public int MeshletGroupSizeHow many clusters are simplified together as a group.
public int MeshletFallbackTrianglesHow many triangles the generated fallback mesh may have.
public bool RetopologizeWhether every mesh in the model is retopologised into quads on the way in.
public int RetopologyQuadsHow many quads to aim for per mesh.
public float RetopologyAdaptivityZero for uniform squares, one to let curvature decide the density.
public float RetopologyFeatureAngleThe angle, in degrees, above which a shared edge is a hard feature.
public bool RetopologyKeepUvSeamsWhether the source's coordinate seams are features the retopology keeps.
public SymmetryAxis RetopologySymmetryWhich axis to mirror across — none, x, y or z.
public List<RetopologyGuideReference> RetopologyGuidesGuide curves the retopology's edge flow should follow, as .vxspline asset paths.
public UnwrapMode UnwrapWhen to generate texture coordinates for the model's meshes.
public int UnwrapResolutionThe atlas resolution the unwrap packs for.
public int UnwrapMarginHow many texels of empty space each island keeps around it.
public float UnwrapTexelDensityTexels per world unit to hold across every chart, or zero to fill the atlas instead.
Methods (5)
public DistanceFieldBuildSettings ToDistanceFieldSettings()These as the bake wants them.
public MeshletBuildSettings ToMeshletSettings()These as the cluster build wants them.
public RemeshSettings ToRemeshSettings(IReadOnlyList<RemeshGuide>? guides = null)These as the remesher wants them.
public UvSettings ToUvSettings()These as the unwrapper's first two stages want them.
public PackSettings ToPackSettings()These as the packer wants them.
Used by (20)
- AnimationBinderVixen.Editor.AssetEditors
- EditorApplicationVixen.Editor.App
- GeometryCommandTestsVixen.Cli.Tests
- GeometryRunnerVixen.Cli
- ImportSettingsMirrorTestsVixen.Editor.AssetEditors.Tests
- ImportedGeometryLoadsTestsVixen.Editor.Assets.Tests
- ImporterTestsVixen.Editor.Assets.Tests
- LayerStackBindingTestsVixen.Editor.Texturing.Tests
- LayerStackImportedMeshTestsVixen.Editor.Texturing.Tests
- LayerStackMeshVixen.Editor.Texturing
- MeshMapBakeGeometryTestsVixen.Editor.App.Tests
- ModelImporterVixen.Editor.Assets
- ModelImporterTestsVixen.Editor.Assets.Tests
- ModelReaderVixen.Editor.Assets
- ModelReaderTestsVixen.Editor.Assets.Tests
- ModelRetopologyVixen.Editor.Assets
- ModelRetopologyTestsVixen.Editor.Assets.Tests
- NavMeshImporterVixen.Editor.Assets
- ReflectedTypeTestsVixen.Editor.Scripts.Tests
- TypeRegistrationVixen.Editor.Assets