Hi, I am modifying a model externally but when I hit reimport on either the .obj (Model Source) or the glb container, the new model doesnt seem to appear / override the model that is currently in the scene. Clearly this is an issue if I wish to constantly refine models and not have to repeat work in setting up collisions and other components. Here are my asset task settings:(Editor v 1.74.0)
Any Ideas? Thanks
I tried it with an empty project and my test assets, and it seems to work.
Try to create a new project, unzip the file somewhere. Then:
- drag mesh.fbx from cube1 folder to the Editor (root asset folder). It creates a mesh.fbx folder, and imports things inside. Drag & drop the template file that was created there to your scene. It should be a cube.
- Then drag mesh.fbx from either cube2 or 3 folder to the root again (so that it imports it to the same folder). When the import finishes, the mesh in scene changes.
glb_reimport.zip (963.3 KB)
I should have clarified that I am importing .obj files. Maybe it works only for fbx?
Initially you mentioned obj or glb, so I assume neither works.
I’m not sure how obj import works, perhaps @slimbuck knows. But it does not create hierarchy, and so it’s not going to update the hierarchy when you import.
Maybe I should always work with fbx if its better supported?
I tried with fbx and it doesnt work either. Specifically though I am using the ‘ReImport’ button when I right click on the source asset. It sounds like you are reimporting by dragging in again…which I can confirm DOES work.
Basically the right click reimport functionality seems broken.
yep, import either fbx of glb files. Obj files are very limited in what they can store, and possibly how we handle them (not sure about this second part).
I just wanted to clarify although I can reimport using drag and drop that it still looks like the right click reimport functionality seems broken. Cheers