Skip to main content

Horror Asset Exporter — Devlog #01: One-Click Pipeline

· One min read
Thang Le
Senior Lead Engineer

Horror Asset Exporter

Vigil № 0001 — Horror Asset Exporter. Opening dev log for the Blender add-on.

Why the rewrite

The first internal version was four operators stitched together with bpy.ops calls. It worked, but every release of Blender broke something. The new version is a single relic — one INVOKE_DEFAULT entry point that runs the whole pipeline.

What it does now

  1. Auto-LOD — Decimate modifier at 0.5 and 0.2 ratios, baked to LOD1 and LOD2. Custom angle threshold per asset class.
  2. PBR remap — Principled BSDF → HDRP/Lit + URP/Lit material templates. Outputs a .unityassetdata JSON the Unity side reads on import.
  3. Collider hints — convex hull, bounding box, or "use mesh" tag baked into custom properties. Read by an importer post-processor on the Unity side.

What's broken

  • Export of armatures with custom bone groups loses the group names. Investigating.
  • The LOD0 mesh is occasionally exported with double-sided normals on UV seams. Probably a Decimate modifier interaction.

Targeting v1.0.6 release end of the month.