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I want to be able to output the 3D character created by blender to unity and set individual materials.

What I tried

I output the model created by blender with fbx and drag and drop it to unity.
I want to set a shader for each material, but I can't edit it, and I was able to set a different shader for each material by setting Use External Materials (Legacy) (Image ①) According to the unity manual, it is old and not recommended. I would like to know another method because of the method.

Image ①

Also, I want to set a cross simulation for each material, but the material does not have an Add Component (image ②).
I found an article about extracting material information from Extract Materials in the Materials tab and resetting a new material on unity, but I can't find the Materials tab for each material (the Materials tab itself is the imported object itself). There is (image ③), but it was not in the individual materials contained in the object).

If i know the procedure to output the model created by blender with unity and set the cross simulation only for hair and skirt, I would appreciate it if you could teach me.

Image ②

Image ③

  • Answer # 1

    I want to set a shader for each material

    If you extract the material information with the Extract Materials button, as many Material assets as there are in fbx will be exported, so you can select each Material asset and change the shader from the Inspector.

    I also want to set a cross simulation for each material

    Cloth is what you set for the GameObject.
    At the stage of editing the model in Blender, separate the part where you want to apply Cloth and the part where you do not want to apply it to another object, export fbx, and add the Cloth component to the object where you want to apply Cloth with unity.

    I found an article about extracting material information from Extract Materials in the Materials tab and resetting a new material on unity, but I can't find the Materials tab for each material either.

    I can't say for sure because I don't know what the article looks like, but I think it's the Materials of the SkinedMeshRenderer component of the GameObject in the scene that you set when you "reset new materials in unity".
    Please refer to the image below.