Hi, it's Seta here, as you are probably noticed, in
many of the videos that I create I use models from Book of the Dead, which is one of the best package
of free assets available in the asset store. Quality of the models is practically pair with
the on paid ones, the vegetation has a wind effect, and the package contains many different models so you
can create various terrain with them. Unfortunately during installation we have to install a lot of
unnecessary things, that we don't actually need in our project. That's why, in this video, I will show
you, how to prepare a package with just models, so that you can easily use them in any project,
without installing unnecessary elements. So let's start. In this tutorial I will use Unity
22. 3.11 with HDRP render pipeline. First we must open a new project and
install a Book of the Dead assets, so go to the package manager and import
this project, first select the import and after few minutes of importing we got
this warning, so select Skip and continue import. After import this project we got a few
errors but don't worry about them because in this project we just want to select the
things we need. Now let's create a new folder and name it Book of the Dead, open it and create another folder, wind, second folder will be, other, and third folder will be
models. Let's expand this Book of the Dead folder, and go to the features. Wind control and select wind control and wind control helpers. Move this two file
to the wind. Okay, now let's go to the shaders and select this book
of the dead, and move it to others. Okay, now let's move to the art and select
diffusion profile and then move them to the others. Let's expand art, select lens flare and move
to the Book of the Dead folder, and expand environment, external content, select Quixel and
move to models, and then select cliffs, detail map, ground, Hive Tish, physical object, vegetation, and
move them to models. Okay, now select Book of the Dead folder right click, and Export package. Unselect
all except Book of the Dead folder, and click export. To make it easier for us, let's create another
HDRP project and import the file that we create before. Just select the file and drag and drop
them in the project window, and then select import. In this version of Unity do to
changes in Shader Graphs, first let's get rid of this shader warnings. So let's find our shaders, and when we click on them we need to find the shaders with warning and then let's
open them in the Shader editor. In the Shader editor we need to find a node with this a
small hashtag icon, and then click on them and select update. Do the same in other
nodes which this warning, and then save shader. As you can see the Shader warning has
gone, but we must do the same with other shaders. After doing this
all shader should be warning free. And now we will deal with models, so select
models and select cliff and move them to the BOTD folder. Let's select Cliffs, let's change
the view mode, and then let's create another folder models, and select cave select material and object
and move to the models, now we need to select this prefab, and move them to cliffs. As you can see
our prefabs unfortunately have error, so first let's open this prefab and find this script, right
click, and remove component. Now you need to delete this script on all LOD and save prefab. Now our
prefab should work fine. Select another folder select material and object, and move to the models
and prefab move to our main folder. And as before delete our script from LOD and save prefab. Now
you need to do it with each subsequent folder I know it takes some time but you only need to
do it once. Thank to this we will not have any problems with those models in the future and of
course you cannot move the models and only delete the script. But I like when I have all prefabs on
one type in one place. When we end sort the cliffs we move to the next folder and create new folder
and move the models in the same way. It's up to you how you name and sort them. So you do this
with all models that are in the folders except models with vegetation and tree, because for those
models to work properly we need to do a few more things Vegetation in the BOTD usually
has two prefabs, one without the wind effect and the other with a wind effect. Unfortunately
to see a model with a wind effect we first have to place a script with this wind
effect on the scene. Because the Shader is related to it and will not display the
model until we have this script on scene. So first let's move on to our wind folder,
right click, create prefab, let's name it wind, and then we need to attach our wind
control script to our wind prefab, and when we place our prefab on the scene, and when
we go to our vegetation folder and place a prefab with a wind effect, all should
work fine. Now you can create another folder tree, and in this folder let's
create another folder models, another folder tree wind and folder
tree no wind. Now let's expand this folder and go to our models and
materials object and script go to models this prefab go to no wind and Al B it go to three point you can decrease
this and select all script and object like this move it to models I'll baret hierarchy
go to wind and the others go to no wind and now you should have all models with no
wind effect and all models with wind effect do the same with other object and now let's move on to vegetation in vegetation let's first fix three bucks first
you can find in the SHP models the first pref up has one LOD not connected to fix this let's first
open the pref up by double clicking on it we can connect it to the LOD Group by right clicking
on the LOD bar and selecting insert before and then select L2 and move it to the newly create
field or we can just remove L2 now save the pref up now let's move on to the bush and here two
pref UPS has not connected a material so let's open the first one select lod0 and in materials
let's assign this material two model do the same with other LOD and save the pref up now let's
open the second pref up and assign material as before and now prefabs should work fine vegetation has another problem that we
need to fix unfortunately the wind effect is too strong and even if we reduce in in our script
it will not look good on our models therefore we must manually set the wind in the materials of
course if you like the effect after reducing the wind via script you don't have to do it
and you can go straight to the next chapter to reduce wind effect we must find the material
click on it and go to the wind option by change the wind mode or increasing or decreasing the
wind elasticity and wind range we can set the wind for the material to make it easier for you
in the description of this video you will find a link to the file in which I have include the
settings for all the materials that we need to change after setting the wind effect all we need
to do is sort the models as we did before if you don't know what to do with any folder file
or model just create a junk folder and put in there don't remove any texture or material
cuz many models share different materials with each other and of course you can delete
empty folders after removing models and texture when you end sorting models the last
thing you must to do is right click on the book of the de folder select export
package and then click export after exporting you can import the created
package to any project and use models without unnecessary add-ons and that's all
for this tutorial I hope it was useful for you if you have any questions just comment
me below and till the next time see you