3D objects help display the model in the scene. Each 3D object contains at least two components: Model and Transform. Model defines the mesh and the material of your object, and Transform defines the object’s scale, rotation, and position in the scene. You can immediately use Effect House’s built-in object or can use your own model. On this page, you will learn how to move, rotate, and scale any object, as well as change material and use your own model in a project.
Add a built-in object
Effect House provides several built-in 3D objects for you to use immediately. To add any 3D objects, open Effect House and click + Add Object > 3D and select the one you want.
In the Inspector panel, you can change Name to help better organize your objects. You can also change Layer to set a different render layer and customize the layer name.
The Layer setting will correspond to the layer setting of camera. If the layer number doesn’t match the layer of the camera, the camera will not render it out. To learn more about your camera, check out the Camera guide.
Play with transform
Transform defines the position, rotation and scale of your object in the scene.You can change the Position, Rotation, and Scale of any 3D object. You can change settings on this panel.
You can also simply drag the object using the gizmo tool, which has a few guidelines for specific movements:
- Arrows will only allow movement in that directional line
- The little square in the center allows movement along that plane
The gizmo tool can similarly affect rotation and scale.
You can also use parenting for transforms, which can be set up as a You can also use parenting for transforms, which can be set up as a child elements in the Hierarchy panel. This way, you can control the transform hierarchy. For example, you can control the transform hierarchy by affecting scale on another origin point based on its parent element.
Model defines the model and the look of your object. Under Model, you can change the material slot of your 3D object to change the rendering look.
Create a new material by navigating to Asset panel and click + Add Asset > Material > Standard PBR.
Then change material by clicking the Material in Model in Inspector panel.
Import your own 3D assets
To import your own 3D assets to a project by clicking + Add asset > Import > From Computer and selecting your .fbx model.
You can directly drag the object to the scene, and it will be auto-assigned a standard PBR material that is generated from the .fbx model. From there, you can start to customize your own material. Learn more in the Materials introduction guide.
You can also change the mesh slot in the Model component to modify the mesh you want to display at any time.
When adding objects to our scene, some objects render in front and some objects render behind by default. For example, we can see that in this scene, the sphere renders in front of the user’s body.
This is because each of these objects is set to use Auto Sorting. When Auto Sorting is selected in the object’s parameters, the default ordering is determined by the order of the objects in the Hierarchy panel. Objects are shown from top to bottom, with the lower objects displaying in front.
Therefore, if we change the order of the entities, we will affect the layering of the objects.
We can also override the Auto Sorting method, and force an object to always appear on top or behind another, regardless of ordering in the Hierarchy. By disabling Auto Sorting, we enable the Sorting Order. When we change this value, we can force ordering. The higher the value, the closer to the front the object will render.
3D assets preparation