I have a Asset which is a collectable object [Pickup] and I currently have eight in my scene, I'd like to duplicate this asset and use it to harm the player [Bad Pickup].  I decided to duplicate the asset because I wanted both assets to have the same components (Animation script, rigid body, mesh colider, etc...). However, when I edit the texture of my new asset [Bad Pickup], it changes the texture used for the original asset [Pickup] as well.  I've tried GameObject -> Break Prefab Instance on the object with the new asset but it doesn't appear to make a difference.  Is there a way to break this instance so that I don't have to make a completely new GameObject and add the same components manually?
45570
I'm working on a Unity's Project and I want to modify a prefab, more precisely I want to change the texture of a prefab. The problem is that my modification is applied also to other prefabs. I read on the documentation how each of the buttons labeled Select, Revert and Apply works, and what I understood is that the modification should update only the selected prefab.  Here is the  which I read.  What am I missing?  PS: I'm not the author of the project, I have to apply some modifications only.
28984
I saw a video where the person copied a material from one object to another (Cycles).  How can I accomplish this?
114717
When I change one material, it changes it on another object. Why and how do I fix it? is there some link between the objects?    Here is my blender file of Iron Man's faceplate.  Here is my whole screen with the main portion of the face selected. On the right, you can see the material, and I can tell you that that is the same as the eyes part:
68484
When I try to copy object data from one mesh object to multiple objects, the rest of the objects disappear, and the object data is only copied to one object. I don't know what I'm doing wrong. Any help would be appreciated.  Problem below (.gif):
46442
After applying to a small studio and making a model of an axe with two pieces which meant separate UV maps. After submitting the model and textures, I was told that both the blade and handle of the Axe should be in one texture. I don't really know how to do this in Blender, so any help would be appreciated.
5862
I have to display several versions of the same object, with only the color changing. My first approach was to duplicate the mesh and add a different material to each.  My problem is: when I want to modify the mesh, I have to do it on each object separately. I tried to have different objects with the same mesh, but the color seems to be linked to the mesh and not to the object.  Is there a way (even programmatically) to have the same mesh in different objects with different colors?  Additionnal info:  I'm using Cycles and my material is a node material in which there is only one changing color.
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I tried to subsurf this model that I mirrored but when I use subsurf it splits the model into two objects.  Before Subsurf:   After Subsurf:   Any help would be appreciated.
42018
This particular blend file is messed up. I'm not sure what I did or pressed. If I open a new blend file everything works fine but in this one the materials tab is missing and the render properties is also missing some things. I don't want to start over my project. I have tried a day and a half to figure this out.
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Version 1.14.4: I am trying to make a commands system that forces a player to drop whatever item is in their main hand. Because I can't use commands to make a player press Q and drop the original item, I need to copy the NBT into a new item on the ground and remove the old one from the player. I obviously want any NBT, including enchantments, names, lore, etc. to be copied over exactly.  I know that I can use /data to get the NBT from the SelectedItem of a player, and execute store can put NBT into an entity. However, /data get only returns numeric data, and execute store only allows me to set one NBT path at a time, so my plan of summoning a generic item on the ground and then just copying the NBT over (including the item ID) does not work.  Am I going about this wrong and there is a way to do this, or is this just impossible? My eventual plan is to implement this into a datapack, so if a method requires moving items into tile entities or something similar involving setting aside a space to spawn blocks in I'd rather avoid that. Of course, if you know a method like that by all means put it as an answer because someone else with the same question may find it useful for their situation.
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Is it possible to store each animation frame as a new object? I searched quite a long time now on google and was wondering that I cannot find any information about this.  I just have a simple model with a simple pose animation and I'm looking for a way to get each frame stored as a new object, that I end up with maybe 100 objects "frame001", "frame002", "frame003", ...  I need this for a game engine that does not support bone animations, but I can fake such an animation by exporting this object (as a collada) and then setting only one of the "frame-objects" visible in this engine.    I tried to write a quick and dirty python script myself after some basic reading, but unfortunately the most important action (the conversion to a mesh) does not work:  import bpy  count=0  for x in range(bpy.data.scenes["Scene"].frame_start,bpy.data.scenes["Scene"].frame_end):     bpy.ops.object.duplicate_move()  bpy.ops.object.select_all(action='DESELECT')  obs = bpy.data.objects bpy.data.scenes["Scene"].frame_current=0         for ob in obs:     bpy.ops.object.select_all(action='DESELECT')     if ob.type == 'MESH' and ob.name.startswith("model"):         if count&gt;0:             ob.select=True             bpy.ops.object.convert(target='MESH')             bpy.data.scenes["Scene"].frame_current+=1         count=count+1
58130
I have created a model which requires some faces to be dual sided.  I intend to import this model into Unity. Reading about this, it seems that the recommendation is to duplicate the polygons and then flip the normals.  What I have done so far is simply to duplicate the all of the relevant faces using Shift+D and then flip the normals. I don't like this method though as it hampers any future alterations to the model itself.  What is the best way of doing this?
76483
How can I assign a new material to an object in the scene via Python?
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Today my question might be a bit complex, but I hope that Blender has an easy solution for this. So, let's say I have a scene with several objects in it and I have a background. The background is image/video which has some objects on it. Some of them are supposed to be closer to camera than my 3D models. I have a representative 3D model made for those objects, but texturing it would be real complex. Instead what I inted to do is to use it as a culler - wherever the object is, render the background(cull the other objects). Is this possible to do? Also, a solution for both - Blender Internal and Blender Cycles is needed. Thanks! ;)
84485
I'm not entirely sure if I'm doing this right, but I always considered the scene system in Unity as some sort of state management (rather than e.g. a level system) which allows to group the contents (entities, components) into the usual main states of the game (menu, ingame), which can then be invoked or replaced together.  Now I have a very specific concern and I have no clue how to deal with that in Unity, mostly because of it's abstractions from code and other restrictions:  My game features a procedurally generate terrain where as I'd like to tweak the generator before actually launching it. The tweaking is done in some sort of 'pre-game' state (as part of the main menu) where the values are stored in e.g. TerrainData model class. Usually in other engines, I'd to it like this:   Providing an UI within the menu state to tweak the parameters of the game Storing the parameters in a view model (and data model) Instantiate the ingame state (which requires said data model in the .ctor Pass the data model to a generator and start the generation   Now, here are the main problems:   Most types in unity (scenes, monobehaviors) do not allow constructors because they use it for themselves It doesn't seem possible to instantiate scenes manually (there's only e.g. Application.LoadLevel("") which only takes the name of the scene, not a instance reference etc. it doesn't seem possible to pass data between scenes, without reverting to awkward workarounds such as singletons, playerprefs, DontDestroy etc. which are all not really suitable for this case.   So, how can I properly solve this? Is there a better way to manage states rather than scenes? Prefabs maybe?  Backlink to UntityAnswers question:
38032
I have two scenes in a blend file. How do I move a object from one scene to the other? Not between blend files, but within one blend file but two scenes.
62632
Ok, so basically I made a 3d model using blender, and I imported it into unity by right clicking -&gt; import asset -&gt; 3dModel.blend. It looks fine and all, but if I try to move the object, the object is far away from the thing that moves it. Here is a screenshot of what I mean:  As a result, the asset would rotate in a BIG circle. So... How do I revert this to a normal state? (Like this one)  Any help is appreciated. Thanks
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Is it possible to add a texture or material to more than one object at a time?