Support

Need help? The support is ready to assist you with any issues or questions about Blender Level Importer.

If you encounter any problems or have suggestions for improvements, feel free to reach out to us.

In case of any issues, please enable "Enable Debug Logs" checkmark in the Blender Level Importer and attach the Editor Logs to the email in order to help us diagnose the issue.

📧 thedraggonfantasy@gmail.com

Frequently Asked Questions

  1. How does the Blender Level Importer determine which objects share the same prefab?
    Answer: The Importer identifies objects based on the root part of their names, ignoring the numeric suffix. Objects with identical root names are linked to the same prefab.
  2. Why do objects lose their rotation or scale after parsing?
    Answer: Ensure transformations (movement, rotation, scaling) are done in Blender's Object Mode. Avoid applying these transformations (Ctrl+A), as it resets their values to zero. The Importer reads these values as they are, which might differ from their visual appearance.
  3. Why are some objects replaced by others after parsing?
    Answer: This typically occurs when different objects share the same name. Verify that each object has a unique name, disregarding the numeric suffix.
  4. Can the Importer delete certain objects?
    Answer: Yes. In the "Premade Prefabs" section, click +, input the names of objects you want to remove without assigning any prefab to it, and then parse. The Importer will delete these objects if no prefab is assigned.
  5. Can I simulate "prefabs" in Blender, so editing one object updates all instances?
    Answer: Yes, you can use Blender's linked duplicates feature to create instances of an object. When you edit the original object, all linked duplicates will update accordingly. Use Alt+D to create linked duplicates instead of Shift+D for regular duplicates.