Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by eaj · Jul 06, 2013 at 10:56 AM · animationprefabfbxcomponent

Can't add components to imported FBX

Hello,

I'm sure this has been covered before, though I can't seem to find appropriate documentation on the matter, which is;

I've imported a rig and animation clips as FBX files successfully into Unity. I can't seem to add components directly to the imported FBX files though. Here's a screenshot of my example:

alt text

I want to add components to the char object in my project so that I can do stuff with it. Unity won't let me though, so am I correct in saying that I have to drag it to the scene, then drag it back to my project to create a (duplicate) prefab, so that I can add components?

Is the idea instead to create the instance of char and add components to the instance through code, when I'm actually setting up my characters?

Thanks for the advice

screen shot 2013-07-06 at 8.36.26 pm.png (9.0 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by jorjdboss · Jul 06, 2013 at 12:27 PM

Drag objects from project to hierarchy/scene. Then select the object and attach a script by dragging it onto the inspector/hierarchy /scene for that particular object. If you want to attach multiple scripts to an object you can lock it in the inspector

alt textalt text

Then you can convert them to prefabs. Any change you make in the inspector can be saved to prefab by pressing Apply.

The other way is through code where you use gameobject.AddComponent()

You cant drag scripts onto model imports, but you can drag them onto prefabs and they will be auto saved.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image kerley85 · Mar 10, 2016 at 09:08 AM 0
Share

i am having a similar problem, except the "apply button" isn't there. The three options I have are select, revert and open, Where did the apply button go?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

A Prefab with animation.Play doesnt work 0 Answers

Why do my animations keep resetting my prefabs position? 1 Answer

Updating a prefab fbx or animation while using version-control is broken 4 Answers

2D Animation does not start 1 Answer

Moving assets from one project to the next 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges