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The Unity project is automatically updated and a new menu item will appear: *Window → Export Selection to Sketchfab...*
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Usage
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-----
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You must save your scene before using the exporter.
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Your project build settings shoud be set to *PC, Mac & Linux Standalone*. It won't work with Web Player, for example, because it does not allow manipulation of OBJ/ZIP files.
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Select the objects you want to export - static geometry and skinned meshes. Basically, MeshFilter objects SkinnedMeshRenderer are exported which covers most static geometry and characters in T-pose.
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Open the *Export Selection to Sketchfab...* window, add model metadata and your API token ( https://sketchfab.com/settings/password )
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- Title
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- Description
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- Tags (space-sparated)
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- Private (PRO and Business accounts only)
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- Password (Optional for private models)
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When the fields are set just press *Upload to Sketchfab* and wait, depending on the textures and your connection speed it could take some time until a message box appears informing you of the upload result.
Copy file name to clipboardExpand all lines: Assets/External Tools/SketchfabExporter/SimpleJSON.cs
+4-1Lines changed: 4 additions & 1 deletion
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Diff line number
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@@ -432,7 +432,8 @@ public string SaveToCompressedBase64()
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thrownewException("Can't use compressed functions. You need include the SharpZipLib and uncomment the define at the top of SimpleJSON");
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}
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#endif
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#if UNITY_STANDALONE_WIN||UNITY_STANDALONE_OSX// edit: added Platform Dependent Compilation - win or osx standalone - will not get called anyway if false
#if UNITY_STANDALONE_WIN||UNITY_STANDALONE_OSX// edit: added Platform Dependent Compilation - win or osx standalone - will not get called anyway if false
EditorUtility.DisplayDialog("No source object selected!","Please select one or more target objects","");
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EditorUtility.DisplayDialog("No source object selected!","Please select one or more target objects","Okay :(");
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return;
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}
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if(param_token.Trim().Length==0){
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EditorUtility.DisplayDialog("Invalid token!","Your Sketchfab API Token identifies yourself to Sketchfab. You can get this token at https://sketchfab.com/settings/password.","");
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EditorUtility.DisplayDialog("Invalid token!","Your Sketchfab API Token identifies yourself to Sketchfab. You can get this token at https://sketchfab.com/dashboard.","");
Your project must not build for the Web Player as it disallows the manipulation of obj/zip files.
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To switch the build, go to File menu, and click on the Build Settings... entry. Then select a different platform than Web Player, for instance PC, Mac & Linux Standalone.
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The Unity project is automatically updated and a new menu item will appear: *Window → Export Selection to Sketchfab...*
23
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24
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Usage
25
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-----
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-
Select in your scene the objects you want to export. Are exported static geometry but also skinned meshes.
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-
Basically, MeshFilter objects SkinnedMeshRenderer are exported which covers most static geometry and characters in T-pose.
26
+
You must save your scene before using the exporter.
27
+
28
+
Your project build settings shoud be set to *PC, Mac & Linux Standalone*. It won't work with Web Player, for example, because it does not allow manipulation of OBJ/ZIP files.
29
+
30
+
Select the objects you want to export - static geometry and skinned meshes. Basically, MeshFilter objects SkinnedMeshRenderer are exported which covers most static geometry and characters in T-pose.
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Then open the Custom menu, then Export and finally click on "Export to Sketchfab".
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A window will open and some parameters are required in order to upload your model.
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Open the *Export Selection to Sketchfab...* window, add model metadata and your API token ( https://sketchfab.com/settings/password )
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The token field matches the api key token you can find on your dashboard : http://sketchfab.com/dashboard and is required so the exporter links the model to your account.
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Following options are basic models properties : private if your account allows it, the model title, its description and a list of space separated tags.
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- Title
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+
- Description
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+
- Tags (space-sparated)
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+
- Private (PRO and Business accounts only)
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+
- Password (Optional for private models)
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When the fields are set just press the Upload button and wait, depending on the textures and your speed connection it could take some time until a message box appears informing you of the upload result.
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+
When the fields are set just press *Upload to Sketchfab*and wait, depending on the textures and your connection speed it could take some time until a message box appears informing you of the upload result.
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