How do I paste a prefab path to import it like in this video

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In this tutorial video at 14 min. He pasted the path of the prefab and the model was automatically imported. Which node do I use to importing a Unity prefab like that? He didn't show it and the node on the screen is probably a custom node.

https://youtu.be/Up97rAuXBwU?t=841 [youtu.be]
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using the special unity_instance attribute. This point or detail attribute should be string-type, and contain the path in Unity project of the asset to instance.

https://www.sidefx.com/docs/unity/_instancing.html#ObjectInstancers [www.sidefx.com]
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armitageshanks
using the special unity_instance attribute. This point or detail attribute should be string-type, and contain the path in Unity project of the asset to instance.

https://www.sidefx.com/docs/unity/_instancing.html#ObjectInstancers [www.sidefx.com]

Thanks for reply! I know about unity_instance, but I suppose in this way you can only view the generation as point clouds in Houdini viewport, and you have to go to Unity editor for previewing with the actual models. But in that video the window models are previewed in Houdini. I wonder how that is possible?
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The video is using Houdini Session Sync (HoudiniEngine > SessionSync > Start Houdini). This feature allows you to work and debug through a live Houdini session. Cooks should work both ways then (If you modify Houdini, it should affect Unity, and vice versa)
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anthonyt2
The video is using Houdini Session Sync (HoudiniEngine > SessionSync > Start Houdini). This feature allows you to work and debug through a live Houdini session. Cooks should work both ways then (If you modify Houdini, it should affect Unity, and vice versa)
Yeah I know. But when I was using Session Sync, in Houdini it's still previewed as point cloud (with unity_instance attribute), not the same as Unity in which the objects are instantiated there. Not sure how he achieved that. Maybe he use the generated objects as Houdini input again so they appear in Houdini? That could make senses...
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Adding the generated objects as Houdini input again could work. Another option would be to use the experimental NodeSync feature.
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