When you create a 3D object, you can now add it to your game’s textures, too!

By default, you don’t have access to 3D objects in Unity.

In order to get access to them, you need to load a Texture object.

Unity allows you to load textures from an existing file or from a 3DS Max file.

Here is an example of loading a texture from a file called “snowflakes.3d”.

We’re going to use the file for the snowflake texture and then load it into our 3DSMax file.

import Unity3D from “../assets/snowflake.3D”; import Mesh from “./meshes/sprint.3ds Max/sparse”; import Texture from “/media/materials/material.3DS Max/material_snow_flakes” ; import Material from “utils/material/material”; // Import the material, which has the same name as the texture: import Material; import Materials; // Load the texture file and assign it a texture texture3d = new Material(“snow-flakes”, “sparse”); texture3s = new Mesh(“materials”, “materials.3DRoomflakes”); // Load this texture file into your 3DS and assign the texture to it: import Mesh; import Material:material3dsMax; // Bind the texture texture to the material: material3ds3ds = material3d.

BindMesh(Texture,texture3s); // Bind all the textures to the materials: materialMaterials = material.

LoadMeshes(); // Add the materials to the scene: // You can add a texture to any object in the scene and assign its properties: material.

Add(new Material(“Material1”, 0, 0, material3s.

Color)) // Add a material to any scene and attach the material to it. material.


Texture, material.

Material1); // The material that has been assigned to this material is now active: scene = new Scene(); scene.

AddObject(materials); scene.

Clear(); scene = scene.

GetComponent(); } This is the output of the code: import Unity; import Mesh.3DFamework; import material.3DPixelTexture; // Import a 3DPixel texture: // Load it into your scene and add it as a material: Material material3DPixels = material2D.

Load3DPinTexture(0,0, 0); // Load a texture file: Material file3DSMax = material4DFameware; // Add this material to the object: object3DS3ds += material3DSMAX; // All the materials in the Scene are active: Scene scene = materialScene; Scene.

Load(object3DS4DFammeware); // All scenes in the game are active, so we’ll add the materials they’ve added to it to it now: Scene.

AddScene(scene); } The next part is where you can change the texture’s colors.

We need to add the material “Material1” to the Scene.scene.addChild(material3DS) material3D.addMaterial(“Material2”, 0.5f, 0.75f); This is because material3DFampers are called by 3D engines.

We’re using Material.


Add to add a new Material to our scene.

We’ll also change the Material.color from “white” to “black”.

scene.addScene(new Scene(“Material3DS”, material3Ds4DFampable, material4DPixelTex)) scene.clear(); Finally, the scene is ready to go!

Let’s go into the GameObject inspector and add a snowflake.

We can now see a snowflake on the floor.

This is just a placeholder until the 3DS renders a scene.

scene.createScene(“sprint”, “frost_frost”, 0f, material1, material2); scene:clear(); You can also open the Scene Inspector to inspect all the scenes you have active.

To make sure you don: Create a new scene.

Create a scene with no active scenes.

You can use Scene.isActive() to check if a scene is active.

You also can check if you’ve opened the Scene Manager.

You should also check the scene’s scene id to see if it’s active: // This is a scene you’ve created, and you’ve loaded into a scene manager: Scene manager = newScene(); scene:addScene(); // Check if a new Scene Manager is active: manager.

Load(); // Update the scene manager.scene:add(manager); sceneManager.setScene(manager) scene:createScene(frost,0f,material1,material2);