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Found 48 results

  1. I converted an obj file to an animated fbx with mixamo. I imported it into Unity then exported it using the Babylonjs export utility. While the animation seems intact the model did not fair well. See images. Are there any special considerations or settings I may have missed? I successfully imported a box exported from Unity and a more complex model exported from Clara.io with the same code.
  2. Hi Guys, I created this post hoping to find people interested in helping on the development and documentations of the unity toolkit. The unity editor allows to put an scene together very easy and export it all ,(lights cameras, meshes etc) with out a line of code How this works? Well @MackeyK24 started developing in visual studio the exporter tool and he saw a way to transform the camera , light or mesh from unity to babylon metadata, then later he add support for animations, splat maps painting, particles system and PBR materials, all of these trough the C# and the unity exporter. Furthermore, I join him on the project 6 months ago and I'm no as good as he is as developer but he took the time to show me and recorded videos to show people how to use it and improve it. I was not easy to pick it up if you dont have a strong object oriented programming skills winch most java script developer lack of, but this is an excellent way to learn or improve your coding skills So if you want to joins us and have some spare time to learn, please feel free to contact me, I can try to put you guys up to speed so we can continue with this great tool for development
  3. U3D - BabylonJS Editor Toolkit is now available as a unity package. Contains full toolkit including all source and templates. U3D - BabylonJS Editor Toolkit Available For Download Installation (So BabylonJS Editor Toolkit Is Listed For New Project Creation): ========================================== BabylonJS - Toolkit Binary Package ========================================== Place the 'BabylonJS' folder containing the .unitypackage in your Unity Asset Store folder: - Mac: ~/Library/Unity/Asset Store-5x/ - Windows: %AppData%\Roaming\Unity\Asset Store-5.x\ - Example: ---> Asset Store-5.x ---> BabylonJS ---> BabylonJS Editor Toolkit.unitypackage ========================================== BabylonJS - Creating New Projects ========================================== When creating a new unity project, select 'Add Asset Package' and enable 'BabylonJS Editor Toolkit' support. ========================================== BabylonJS - Importing Existing Projects ========================================== When using an existing unity project, select 'Assets->Import Package...' and choose your 'BabylonJS Editor Toolkit' unity package. Enjoy
  4. Hello! I'm quite new into game dev, just finished my first game for latest Ludum dare, now my goal is to earn 1$ in 2 weeks. 2 weeks for making a game from scratch and then make at least 1 dollar out of it. I see there is a lot of people that make thousands on this forum. My question is, whats the best approach? put it on the sites like itch.io and put price as 1$, make it free with donation proposition, ads? What's the quickest and most solid way of earning the first dollar from browser game? thanks
  5. Hey I have just started on using babylon. I started using it together with your Unity exporter. I made the camera go from perspective to orthographics and I got a runtime error : Uncaught TypeError: Cannot set property 'orthoTop' of undefined In this line this._camera.orthoTop = n, as part of n.prototype.updateOrthographicSize = function() { if (0 !== this._orthoSize) { var e = this.scene.getEngine().getRenderingCanvasClientRect() , t = e.width / e.height , n = this._orthoSize , i = n * t; this._camera.orthoTop = n, this._camera.orthoBottom = -n, this._camera.orthoLeft = -i, this._camera.orthoRight = i } } , manager.js
  6. Hello everybody! I would like to introduce my game 'The White Robot'. Actually it is standalone game for PC, but I decided to do demoversion for HTML5. You can find it here. So, it's a story about a white robot that destroys crowds of evil spirits. The evil spits, screams, rages, barks, strives to bite you and hurt you. All of them must be shot, guts and bloodshot gushes from them). Adventures occur against a background of different locations. This is the night forest in the moonlight, a storm in the desert, frost blizzards, musty marshes, burning forests, stuffy dungeons with flies and spiders, human cities that have fallen into decay and suffer from an excess of factory exhausts, and strange fire rive. If demo does not work in your browser, please, try another one.
  7. Hi, I am new to Phaser(and Javascript) and I am working on my first HTML5 game. In my game I have the following: If player touches floor-->game-over-->wait for x seconds(keep updating)->show menu. I am looking for a way to implement the "wait for x seconds"/ timer. I have worked with Unity before and within Unity you can use coroutines to yield the execution of your function for a certain time: https://docs.unity3d.com/ScriptReference/WaitForSeconds.html By using coroutines, there was no need to use a timer within the update function. Is there a similar approach to this in Phaser using Javascript (implementing timers without using the update function)?
  8. The project is about a 2D Retro Monster Training Game (not similar to Pokemon though!). The name of the Game is Creaturals. Creaturals are monsters which live in an alternate universe and can be summoned through portals by using their summoning shards. You take the role of a young boy named [player selects name] living in the small village of Grefin. After an event that changed his life the young boy leaves his home to get trained by Joel, and learn how to use the Creatural shards, how to obtain Creaturals and how to fight with them, preparing him for the war against the Jay Clan which tries to rule the world by using Creaturals to fight for them. Our target platform is PC but we are also considering running a mobile game side project to earn financial support for the team's needs. I am a self-taught amateur programmer. I started coding 4 years ago and thats when I gathered some Web Development experience. 3 years ago I started Game Development with Unity. I code in PHP, JavaScript, C#, HTML/CSS, jQuery and more. We are looking for both experienced and new Game Developers of all fields (Coders, Musicians (Mostly 8bit needed), Designers (mostly for pixel art)) to join our team. In case you are interested join our Discord: https://discord.gg/MJASrmA Here is some Concept Art of 3 Creaturals: http://imgur.com/BUMi1pK Here are some screenshots of an early prototype: http://prntscr.com/e40bba http://prntscr.com/e40c4g http://prntscr.com/e40ca0 http://prntscr.com/e40cqc
  9. Take a look at where I'm going with this and let me what you think. It is basically a heavily modified Babylon Unity Exporter Demo Video Link U3D - BabylonJS Game Editor Toolkit Quick Intro Demo API Update Warning: I tried to make it shorter, i took a deep breath and spoke as fast I could but it still took about 1 hour and 20 minutes. But the technical folks who are up to it and want to see how to use and how i put together a Manage Scene Component API with a light weight 'Unity-Style' life cycle with native babylon scene hooks for 'start, update and destroy' stages... Then this is for you U3D - BabylonJS Scene Component API Intro Note: I found the problem at the end of the video with the getSceneMarkup function. I had to move the controller.ready() to AFTER the scene.manager has been set. But you should still where i was going with that
  10. This article was originally published on Habrahabr, a popular Russian website for IT professionals. Its topical theme sparked the interest of thousands of readers who left dozens of comments. We are glad to present the translation of this highly intriguing research on the performance of Unity WebGL and Blend4Web, with reported issues taken into account as well as benchmarks updated for the latest builds of both engines. Article in English: https://www.blend4web.com/en/community/article/280/ Here's some of the test results: So, if you interested in full article just follow the link and read it.
  11. Available Now! Over 90 items in one huge bundle (Character Sprite, GUI, Game Kit, Platformer) 2D Game Art Bundle – 2017 New Year Bundle Items that noted “Sold by Tokegameart” presented in one huge bundle “2D Game Art Bundle – 2017 New Year Bundle” Over 90 items are included. Character Sprite Alien Boss Sprite Android Boss Big Hands Robot Bob The Caveman Brock From The Metro Squad Castle Guard Sprite Chibi Knight 01 (The White Bull) Chibi Knight 02 (The Roman Knight) Chibi Knight 03 (The Golden Helmet) Chibi Knight 04 (The Gladiator) Chibi Muscular Viking Christopher The Police Dungeon Bosses Dungeon Guard Sprite Evil Bot Character Sprite Genki and Dragon Sword Sprite George From The Space Squad Sprite Ghost 01 Good Boy Jack The Thug Jake Adventurous Boy Jane Adventurous Girl Joana From The Metro Squad Joe From The Metro Squad Karen From The Metro Squad Micro Style Character – Arabian Executioner Micro Style Character – Chinese King Micro Style Character – Roman Knight Mike The Counter Terrorist Priest – Tiny Style Character Pumpkin Ghost Skull Knight Skull Warrior Super Black Cat Super Boy Super Cat Super Monkey The Executioner The Shaman Tiny Armored Samurai Tiny Army – Sam Tiny Australian Soldier Tiny Chinese Soldier Tiny Cowboy Tiny Crystal Monster Tiny Guy – Arnold Tiny Ice Monster Tiny Knight Tiny Lava Monster Tiny Mummy 01 Tiny Mummy 02 Tiny Rock Monster Tiny Style Character – Barbarian Tiny Style Character – King Tiny Style Character – Knight Tiny Style Character – Pirate Tiny Style Character – Skull Tiny Style Character – Witcher Tiny U.S Soldier Tom The Police Viking – Tiny Style Character Zombie 01 – Scar Forehead Zombie Zombie 02 – Anime Zombie Zombie 03 – Meat Clever Zombie Wife Zombie 04 – G.I. Joe Zombie Zombie 05 – Exposed Brain Zombie Warrior – Tiny Style Character Bad Piggy Fairy Tiny Stlye Character Goblin Tiny Style Character Wizard Tiny Style Character Archer Tiny Style Character Ogre Tiny Style Character Ninja Tiny Style Character Super Bunny Super Panda Cartoon Enemy Pack 01 Cyclop Tiny Style Character Gold Miner Tiny Style Character Game Kit Jetpack Buddy GUI Classic GUI Snowy GUI Stone Age Themed GUI Western Game UI Cartoon RPG GUI Tileset Cartoon Town Egyptian Tileset Fantasy Tileset Snowy Platformer Game Tileset Spaceship Game Platformer Top-Down Dungeon Platformer Tileset Top-Down Forest Tileset Top-Down Snowy Game Tileset DOWNLOAD NOW! Visit : http://tokegameart.net/ Facebook : https://www.facebook.com/tokegameart/ Contact : [email protected]
  12. U3D - BabylonJS: A Proof Of Concept Not too long along I suggested on these forums to create a dedicated babylonjs game editor. It started out as some kool built in features and enhancements like I show in my first two videos to really take advantage of the Unity3D Game Editor. We used a bunch features without any code (the only global code was added at the end to to rotate the cube). But now I think i just finished my first version of the accompanying U3D - BabylonJS Scene Component API to really make a complete development IDE that is light weight for our BabylonJS Typescript WebGL based web applications, and provides us BabylonJS folks a whole lot of professional game editor features to make our game with. (basically whatever you can do programmatically in the Unity Editor at design time when the export runs... That means ANYTHING... It does not have to even come from unity... anything that is useful to you to serialize into metadata for your game.) Check out my latest session. We create our first playable BabylonJS Toolkit Made Game, Unity Style: U3D - BabylonJS: First Playable Game - Part 1 U3D - BabylonJS: First Playable Game - Part 2 U3D - BabylonJS: First Playable Game - Part 3 Play My First Ball Demo Game Made With BabylonJS Toolkit I think we got the making to ease our development process, especially for larger games. If I can do this (And I Am A Newbie, I just started with babylon a month or two ago. I just could not deal with NOT having a good game editor... So i made the toolkit FIRST... This is actually MY FIRST PLAYABLE BABYLON JS MINI-GAME... EVER ) .. But yeah, if i can do this, then you should be able to do ANYTHING babylon.js framework can do... Just with a light-weight babylon.js scene component api and professional grade game editor. Update: I found issue in last video with 'Next Level' button visibility. I forgot to "Re-Export" Level2 and Level3 (The html markup is embedded in the scene file and was still using the markup WITHOUT the hidden class)
  13. I exported (Export and Run) a scene from Unity (5.3.5) to Babylon, there is no error during the exporting process, however, when I click the "done" and run the exported file, it gives the error from the console: " importScene of undefined from undefined version: undefined, exporter version: undefinedimportScene has failed JSON parse babylon.js:16 Uncaught SyntaxError: Unexpected end of JSON input" This is the content of Unity3D2Babylon.ini file: {"DefaultFolder":".../Desktop/babylon","ReflectionDefaultLevel":0.3,"ExportCollisions":true,"ExportPhysics":true,"ExportShadows":true,"CameraEllipsoid":{"X":0.5,"Y":1,"Z":0.5},"Gravity":{"X":0,"Y":-0.9,"Z":0}} Please help. Thanks,
  14. Please check out the U3D - BabylonJS Thread and take a look at the videos: Check me out
  15. I was just checking to see if there is anyone else in the babylonjs community that would like to be able to use ALL the design time features (that you can pull useful information for serialization into the native .babylon scene file). Including: --- Built-in babylon javascript and typescript development right in the UnityEditor (Using whatever text editor you have unity configured to use) --- Integrated babylon html game preview window features, including debugging (Thanks to David for creating the original WebServer.cs) --- Node level (camera, light, mesh or simply a game object) metadata including abstract base class BabylonScriptComponent (subclass of monobehaviour) that can be attached as regular unity script components... Just like normal unity scripting, JUST FOR BABYLONJS --- Babylon.Unity.ts ... A babylonjs loader to automatically parse all scene metadata and provide a fully managed 'tickable' scene components --- Plus pretty much ANY UnityEditor design-time features --- General Asset management --- Detailed Scene Level Design --- Fully scriptable prefabs The list goes on. Now i don't know if its just me going nuts over here, playing with all the stuff i can do with Unity as my dedicated babylon js game IDE or if there are others that would like to use that kind of unity game editor features. Or even if the babylon community wants to be associated with that much BabylonJS/Unity integration I have all this code running on my machine (Working great, i might add) but i TOTALLY SUCK at gothic pull request (Note: I still delete and re-fork overtime i want a clean updated babylonjs source download) I am making a short video showing some of the features... Its just that, if I'm the only one who wants to do this kinda stuff, i won't bother wasting my time packing up and making available to the rest of babylonjs community (Once i figure out how to package up my extension kinda like babylon.canvas2d... I would like to make a babylon.unity3d extension that provide all the client side typescript that uses the UnityExport metadata) Also... I add SOOO many features and re-strcutered the /Assets/Plugins/Babylon folder that i don't know if i can just do a pull request to submit back to babylon or if a should just submit as a new 'Exporter/Editor' feature to the github. Anyways... a video coming soon to see what you all think about think of dedicated babylonjs editor using unity (With ALL runtime features disabled... Just editor stuff)... Let me know
  16. I think there may be a problem with the "lifecyle" of a exported shadow generator. If i create the shadow generator with the exporter (good bias and filter settings) the shadows show up IF the Y position is high enough off the ground. But if close to ground ... no shadows. If i create the shadows in the client scene.executeWhenReady the shadows are perfect... If i Console.log both shadows generators (the one created from unity exporter and the one manually created) they are the same. Its weird... Maybe something to do with "Where In The Scene Lifecycle" the shadow generator is being created of exported and the shadow generator info is in the .babyone scene file. I am attaching a test .babylon file exported from unity... The shadow generator part of the .babylon looks fine. but even in sandbox. With none of my babylon enhancements, the .babylon on load... Show the sphere above the ground... Shadows enabled and physics enabled... The balls starts to drop but when it gets close to ground, the shadow disappears. Its gotta be something in the way way is reading the shadow generator information and instantiates the BABYLON.ShadowGenerator... or maybe WHEN is instantiates the BABYLON.ShadowGenerator. Anyways take a look a the MiniGame.babylon file in SANDBOX MiniGame.babylon
  17. First and foremost, I want to thank the devs for making Phaser Editor, it's amazing! I'll definitely be purchasing it on my next paycheck (if my company doesn't expense it). For a bit of background I'm new to web-based game development (and web programming as a whole), and Phaser Editor is my entry point! That being said I come from a background as a Unity developer, and so I apologize if many (if not all) of my questions relate more to Phaser and js as a whole and not Phaser Editor in particular, but I'm hoping for the way to best do things using Phaser Editor. These questions are asked having done the "Mario-Style Platformer" tutorial found at: https://gamedevacademy.org/make-a-mario-style-platformer-with-the-phaser-editor/ There are a few things I'm having a bit of trouble wrapping my head around:What exactly is a prototype? Does every object (sprite) have one? Where/how can you access this? Is it the name of the original image file? The first instance you create? The name of a function you first need to write and then assign? How would that be done?When you drag an object from assets to scene, or duplicate an object, does it create a new prototype, or a new instance?Can you assign instance variables to prototypes/objects? Can this be done in the scene editor? (ie every "coin" has the variable "collected" set to "false" at start)What is the best way to do this?In the templates and the "Mario-Style Platformer" tutorial, all logic is done in Level.js. Can you instead place the logic of each prototype/object into its own script? (ie Player.js, Coin.js)As Level.js already loads the assets.json, does every script need to do the same, or can they just access it from Level.js? How is cross-script referencing done?In the same tutorial, all the fruits/coins are collected into a group. Is this a container/parent object? Are the elements then children? What is the best way/when is the best time to assign a variable to all elements? (I tried doing so in Create using "this.pickups.setAll("collected", false);", but when I checked the value in an element later it returned null) In many Phaser examples online, Functions are done with out any form of container (ie Function preload()), and everything is executed by game (ie game.add._____) but in both the tutorial and the templates, functions are done through Level.protoype (ie Level.prototype.preload = function()), and everything is executed by this. (which I assume also points to Level.prototype?). Is there a difference? Is there a reason to doing things one way or the other? What is the best way to check/set a value in each element of the group?(ie Instead of kill the fruit object upon overlap with player, I set them to play an animation. How would I then set them to destroy upon completion?)Is there a way to find a specific element in a group (similar to an array index)?Can you set parent child relations in the scene editor? If not how is this set?Is there a way to use Vectors/containers to compare and assign values? (ie player.position = Vector2(x, y))Is there a way to emulate/simulate a 3 button mouse/middle click? (ie ctrl + alt + left click)I understand that at this time, Phaser Editor does not support Typescript. However as I am more familiar with C based OOP, many have suggested it. Would using Typescript externally alongside Phaser editor break workflow/the project? (From what I understand Phaser Editor does not support editing files externally?)Sorry for the trouble, and thank you for your time!
  18. Hi, So I have another problem, this time with the PBR textures imported from unity using Babylon2unity. If I am using any light other than Hemilight (pbr material from unity seem to work with it), all the textures show up black. Again it might be solved by some tweaks in the texture objects, so I have been looking for the problem for hours now... I had some successes, failure, a lot of frustration. So I thought i should ask for your help. On the first image this is the results of my tweaking using an omnilight. So I though I had it figured out, by changing the reflectivityColor and reflectionColor from 0,0,0 to 1,1,1 it seems I get back my texture for the little robot in the middle (the infamous roger robot). With some shadow etc. I also changed the "hasAlpha" in the reflectivityTexture (because it does have alpha) and changed useMicroSurfaceFromReflectivityMapAlpha and useAutoMicroSurfaceFromReflectivityMap to "true" (one of them was already to true, can't remember which one) - that did work with matte region becoming matte, at long last. So I said Great ! lets change the reflectivity color and reflexion color for one of the tile type (the little hexagons thingy). By doing that I also get back the texture normal color BUT, light does not seem to interact in the same way, the mesh is lighted both in front and behind similarly... the back face should be black no? (see image 2). The last 2 images is with the hemilight (front and back) , it seems the material is behaving normally... You might be wondering why I am persisting on resolving this issue when I have a perfectly well behaved light source at disposal... and that is a very relevant question. Any idea(s) ? Light source code: var hemiLight = new BABYLON.HemisphericLight('hemiLight', new BABYLON.Vector3(0, 0, -30), scene); hemiLight.intensity = 2; // var sun = new BABYLON.PointLight("sun", new BABYLON.Vector3(0, 50, 0), scene); // sun.intensity = 2;
  19. Hey guys, I have just made a little mesh and a simple animation on maya, but since there is no exporter from maya and no 3dsmax on mac.. im using unity to export. It works great for the mesh, texture etc, but I cant manage to access the animation... it is in the babylon file, but it's exploded by property like in the picture, I have two of those for each property probably because my mesh has two separate parts... Somebody knows how I can call the animation to run once ? https://www.dropbox.com/s/uoyoxfu55x33kl6/jumpAnim.mov?dl=0 Thanks
  20. Hey! As a student of UX design I have no real deeper knowledge of 3D development but have got about two-ish years of Unity under my belt. For a project as part of my intership I wanted to develop an application WebGL but as the Unity WebGL export is far from great and takes ages to load the simplest scenes, I made the transition to "real" WebGL using ThreeJS. I did have great sucess with it but when I dug a little deeper I ran into a few brickwalls I can't seem to find a satisfying answer to - so I hope some of you may shed some light on my problems From what I gathered, ThreeJS is great for just displaying and rendering things but severly lacks in the anmiation and simulation department, where BabylonJS enters the room. Does this hold true? Coming from Unity, I don't quite understand the renderloop. A scene is created and then this scene is continously rendered in the renderloop. Correct? So why are not all objects and imported meshes loaded and created every frame but just once? Or is my view on the whole system totally scewed to begin with? Again, I'm used to Start() and Update() in Unity and finally, I need to create some simple dynmaic animations in 2D and 3D space. Those animations are quite simple, one is for instance just two sliders controlling values and based on those values, something happens, nothing fancy or highly computing intensive. Basically a "if I push a button then a door opens" kind of thing. In Unity this is done really fast in an almost drag and drop manner, but I have no experience in creating such scenes by code alone. Is it more "difficult?" Or is just the transition period a little difficult and once I got a understanding of the mechanics its just smooth sailing? Would you recommend BabylonJS or is it more a "of course you could use it, buuuuut...."? I do hope someone can enlighten me and support my decision to move to Babylon. Cheers!
  21. Hi everyone, I just launch my 2d game asset store (2d sprite, GUI, platformer, etc) Not too much asset right now, but there are some freebies Visit : http://tokegameart.net/ Here is my latest character art (Tiny army - Sam ) With 11 cool animations : Dying Firing FX Hurt Idle Jump Loop Jump Start Melee Attack Running Shooting Throwing Walking The main file contains : .AI (“Tiny Army – Sam” Illustrator File) .EPS (24 files for each vector part) .PNG Sequences (30 fps images for each animation in 3 different sizes, Large / Medium / Small) .PNG Files(For each vector parts and game objects in 3 different sizes, Large / Medium / Small) .SCML (Spriter source file used to create the animation or re-export the PNG sequences) .Unitypackage (Importable unity file, including .prefab, .controller, and for each vector parts) Features : 100% vector Customable vector part Can edit and or add the animation using spriter. Unity ready
  22. Hey guys! I have a export problem in Unity for my architecture visualization(for web). Everytime I export from Unity for BabylonJS I only get 1 picture where are missing some details like the backgroung or the windows. Here you can see what I want to export: Here are the results of the rendering from the BabylonJS exporter for Unity: - http://prntscr.com/bi7ufs - http://prntscr.com/bi7vbc - http://prntscr.com/bi7vrp And here are my current settings in the BabylonJS exporter for Unity: - http://prntscr.com/bi86rc Can me anyone help with this problem? :c
  23. I don't see a way to export a terrain material from Unity. Is there a method I could use to export an array of textures, and then create the terrain material later in babylonJS with those textures?
  24. Hey guys, I am having an issue getting the babylon unity exporter working. I have cloned the latest repo of babylon and placed the Unity3D2Babylon folder in the Assets directory of my project. I get the error "Assets/Unity3D2Babylon/ExporterWindow.cs(146,35): error CS1525: Unexpected symbol `<internal>` I have tried with a brand new project as well as an existing project and I get the same error. The line it points to specifically is: ReportProgress(1, $"Exportation done in {watch.Elapsed.TotalSeconds:0.00}s"); and it's choking on the $. I don't know enough C# to effectively troubleshoot this further lol. I have attached screenshots of the error console, unity version, script, and my Unity3D2Babylon directory. Any help would be awesome. Thanks!
  25. Hello, I'd like to access the babylonScene.ShadowGeneratorsList that SceneBuilder.Lights.cs uses, but I can't seem to find any variable that doesn't come up as undefined after I've called the SceneLoader.Load private void GenerateShadowsGenerator(Light light) { var generator = new BabylonShadowGenerator { lightId = GetID(light.gameObject), usePoissonSampling = light.shadows == LightShadows.Soft, mapSize = 256 + 256 * QualitySettings.GetQualityLevel(), bias = light.shadowBias / 10.0f, useBlurVarianceShadowMap = light.shadows == LightShadows.Soft }; var renderList = new List<string>(); foreach (var gameObject in gameObjects) { //why not deliver the boolean to the scene? I could use that boolean to manually create shadows inside babylon. var meshFilter = gameObject.GetComponent<MeshFilter>(); var renderer = gameObject.GetComponent<Renderer>(); if (meshFilter != null && renderer.shadowCastingMode != ShadowCastingMode.Off) { renderList.Add(GetID(gameObject)); continue; } var skinnedMesh = gameObject.GetComponent<SkinnedMeshRenderer>(); if (skinnedMesh != null && renderer.shadowCastingMode != ShadowCastingMode.Off) { renderList.Add(GetID(gameObject)); } } generator.renderList = renderList.ToArray(); babylonScene.ShadowGeneratorsList.Add(generator); //***How do i access this list in babylon?*** } The end goal here would be to emulate the Unity mesh renderer option to cast shadows or not. The exporter does this, but if I can't access the shadow generator list, I can't determine which meshes to push into the wanted shadow generators. That's my understanding of the problem at least. As an aside, I've created shadow generators for two point lights (manually), and I'm importing one spot light which I've positively determined has a shadow generator created for it somewhere. "shadowGenerators":[{"mapSize":1536,"bias":0.005,"lightId":"c21fd6a4-701a-4377-86b9-868b221c1c96","useVarianceShadowMap":false,"usePoissonSampling":true,"useBlurVarianceShadowMap":true,"blurScale":0,"blurBoxOffset":0,"renderList":["f808b945-1605-4e8f-8233-f75b89e55c71","0cc9fd1e-1a23-4c9e-9cef-5b0c87faf717","36d7e455-a32f-490a-b837-3043d6f30691","5091d4f8-2767-4e7e-acb6-a7c179b33583","c5313fc0-4edd-43d7-8dcf-85f76e83905f","d3d119e6-37f5-4725-af03-f470a755ac93","d5d11567-f959-4291-b784-ffb07089e6bd","9141800a-91a8-4d51-bceb-85df54d49e39","acce9ece-cd8f-42fb-98e7-53ff7de56315","cd22cc1d-07f7-4845-9de2-967f42eabf5b","0ad378ab-6f73-4861-91a9-bc649ffd4759","a8e8b351-71a2-4bb9-a995-736b637615a6","385b2d6a-a789-4a2a-ba99-73c45f096c8a","d056b786-d3d8-45dc-ae61-509a34b17f1a","0bf62911-a3cf-4bd8-a0b4-96fd20a89fd2","fdfc93be-5a6c-4049-80de-c6912168f1c8","25efb981-7f78-4c5c-8e28-cfde40b304f5","1bf1b3b6-b0fe-4fe5-a5af-1509ed156dbc","673a7d44-10c1-47e4-9d12-2c55322f3b28","aa4d1889-0951-4d43-81d8-5d774a7012d2","157582a5-5887-4661-bbf8-29aaa6da108c","7b3f2c8d-447b-41fa-9366-d007137e6a3c","c4860f5e-d38e-4285-a098-3a158564dd8e","f5e3a43a-4475-4c67-941d-bab8a377290e","49374c28-a289-471b-83df-2af6773d18b2","d8511075-b08c-47ea-a779-7720c91351ae","e2807f9b-3807-4ae0-bdff-86ab12195672","d730e55a-948c-4ac5-beef-a9eb8ae12479"]}],"skeletons":[],"actions":null} The only thing left I have to do is determine which meshes can cast shadows, and then push those meshes into the shadow generator render lists. Thank you for your time.