barcoderdev/unitypackage_godot

Mesh origins set to the same value as the Node3D transform

TylerKostuch opened this issue · 1 comments

When importing a unity package, each prefab that is made up of multiple meshes has Node3D nodes created to store the transform of the mesh.

However, when I convert, I also see the mesh itself has the same offset, resulting in this:

image

Additional Information

  • I've tried converting multiple unitypackages, the picture comes from a Synty package.
  • I'm using this build of FBX2glTF but also tried the official release from June 2023.
  • v4.2.stable.mono.official [46dc27791]
  • Windows 10

Please let me know if anyone has any ideas or needs more information. I searched quite extensively before posting here, so apologies if this is a resolved issue somewhere.

Switched to Godot 4.3dev5 and the import started working
https://godotengine.org/download/archive/4.3-dev5/