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Question by khellstr · Sep 18, 2013 at 10:47 AM · prefabpositionprefabspositioninglayout

How can I layout prefabs in external program? [Blender, Modo etc]

I would like to layout my prefabs in external 3d software instead of unity editor. (In my case Modo). I mean that if I for example have level with lot of trees, I'd like to setup those in modo. Make Instances(copies) of trees and place them. But of course if I import that level to Unity, it doesn't know that trees copied in Modo, should be one tree prefab copied around scene.

I was thinking to write scirpt that would find those copied meshes and switch those with corresponding prefab. But realized that I should ask here if there is better way, or someone have made script allready.

Reasons I want layout in external program is that I want to see whole scene as I'm making it. Also if I bake in shadows etc. from "prefabs", they need be in there, and it would be redundant to layout those again in Unity. And also I don't like navigate in Unitys scene editor.

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avatar image iwaldrop · Jan 11, 2015 at 08:06 PM 0
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Old question, but an interesting one. One thing that should work is to write an export script that replaces all of your tree objects with reference transforms and names them according to some convention. Then, on the unity side, write an importer script that generates a prefab of the one tree and then instantiates (as prefab) the tree mesh into all of the reference points. It's a stab in the dark, perhaps not ideal, and a little wonky, but it should work.

$$anonymous$$aybe you've solved it by now, but didn't post your solution?

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