- Select a group of nodes or a subnet node.
- "Assets" -> "New Digital Asset From Selection..."
A Houdini asset file (.hdalc) will be created in the asset library directory
($HOUDINI_PATH/otls
). To maintain this file within the Git repository, it
should be moved into the project asset directory ($HIP/otls
).
You don't have to use the installer -- it's enough to copy the content of the Houdini Engine repository into the Unity project.
I fixed some small issues in my fork, so I use this forked version in my projects.
It's PITA but the version number definition in the source code has to be updated before using it. Update these lines to match with the version number of the installed Houdini binary.
- Select "Houdini Engine" -> "Load Houdini Asset..."
By default, digital assets are not updated while playing. To support animation with the asset, the per-frame cooking flag has to be enabled.
- Select the game object.
- From the inspector, "Houdini Asset OTL" component -> "Asset Settings" -> "Cooking" -> enabled "Playmode Per-Frame Cooking".
To apply modifications on an asset in Houdini to Unity:
- In Houdini: "Assets" -> "Save Asset"
- In Unity: Select the game object, from the inspector, "Houdini Controls" -> press "Rebuild".
Houdini Engine uses the primitive attribute unity_material
to bind Unity
materials to imported assets. To use this mechanism, the materials have to be
placed in the Resources
directory, then set the material name to
unity_material
primitive attribute with using the attribute create SOP or
sort of that.
wow - soooo cooool yet again