Assets
First, let's introduce the functions of the row of buttons at the bottom of the Assets panel.
The buttons on the bottom left, from left to right, are:
Create Folder
: Creates a new folder under the currently selected category.Clear Cache
: Clears all thumbnail caches.Delete Folder
: Deletes the currently selected folder (the folder must be empty).Mark / Unmark as Favorite
:Marks
orUnmarks
the currently selected file as a favorite.- Favorited custom folders will be marked yellow.
- Favorited official folders will be marked green.
Hide / Unhide Non-Favorites
:Hides
orUnhides
folders that are not marked as favorites.
The buttons on the bottom right, from left to right, are:
Import / New Asset
: Imports or creates a new asset of the current category.Delete Asset
: Deletes the currently selected asset.Import Folder
: Selects a folder and imports all assets of the current category from it.Show in Explorer
: Opens the folder containing the current asset in the file explorer.
TIP
There are 2 ways to rename an asset:
- Select the asset and modify it in the
Inspector
. - Rename the asset file directly in the file explorer.
Scene
Append Scene
- Select the scene you want to append.
- Click the
Inspector → Append Scene
button. - Click
OK
.
Appending a scene imports all items from another scene into the current one, preserving their original position, scale, and rotation.
Item
Save Item as Template
- Select the item you want to save.
- Select the
Assets → Items
category and click the first button on the bottom right,Save Asset
. - Enter a name for the template and click the
Save
button. - After saving successfully, the item will be added to the current folder of the Items category.
TIP
Multiple items can be saved in a single template:
- Choose one item to be the main item.
- In the
Hierarchy
, drag all the items you want to save onto the main item, making them its children (you can also organize the hierarchy yourself, but there can only be one main item). - Select the main item and save it following the steps above.
- After saving successfully, the template will preserve the hierarchy, relative positions, rotations, scales, and relative references of all items.
Mesh
If the built-in items don't meet your mapping needs, you can consider creating your own meshes.
TIP
Meshes can be dragged directly into the scene for use.
Import Mesh
- After modeling in 3D software, export the mesh in
.fbx
format. - Select the
Assets → Meshes
category and click the first button on the bottom right,Import Mesh
. - In the dialog box that appears, select the exported
.fbx
file and click theOpen
button.
TIP
See: Start → Preparation → Coordinate System
For modeling software that does not support exporting to .fbx
, you can export the model in another format, import it into Blender, and then export it as an .fbx
.
Software confirmed to be compatible:
Texture
Import Texture
- Prepare your texture map files (
.png
,.jpg
,.exr
format). - Select the
Assets → Textures
category and click the first button on the bottom right,Import Texture
. - In the dialog box that appears, select the texture map file and click the
Open
button.
Texture Properties
After selecting a texture, you can set its properties in the Inspector
:
Filter Mode
: Determines how the texture's color values are interpolated. There are three modes:Point
,Bilinear
, andTrilinear
.Mip Chain
: Adds multiple levels to the texture, allowing it to display different effects at different distances.
After setting, click the Apply
button to apply the settings.
Material
BME Pro's material system is a custom PBR material system. Each material consists of three 2048×2048 .png
texture maps.
Albedo Map
RGB
channel: Albedo color. (Required) A
channel: Depth or Opacity. (Optional, leave white if not used)
Normal Map
RGB
channel: Normal direction. (Optional, do not import if not used) A
channel: Currently unused
TIP
In Adobe Photoshop, you can use the Filter → 3D → Generate Normal Map...
feature to generate a normal map.
Mask Map
R
channel: Emission. (Optional, leave black if not used)
G
channel: Smoothness. (Optional, leave black if not used)
B
channel: Metallic. (Optional, leave black if not used)
A
channel: Ambient Occlusion. (Optional, leave white if not used)
New Material
- Select the
Assets → Materials
category and click the first button on the bottom right,New Material
. - In the dialog box that appears, enter a name for the material and click the
Create
button.
Material Properties
After selecting a material, you can set its properties in the Inspector
.
There are 3 material types: Physically Based
, Unlit
, Decal
.
Physically Based Material
can be applied to most physical objects.Unlit Material
is generally used for objects that need to be self-illuminating.Decal Material
is used in theDecal
component.
TIP
- Material properties are quite complex, and it is difficult to accurately describe the function of each property in words.
- It is recommended to experiment hands-on, adjusting each property yourself to understand its function and effect.
Albedo
All
- Type:
Texture
- Default: Empty
Normal
Physically BasedDecal
- Type:
Texture
- Default: Empty
Mask
Physically BasedDecal
- Type:
Texture
- Default: Empty
Emission
Unlit
- Type:
Texture
- Default: Empty
Albedo Color
All
- Type:
ColorRGBA
- Default:
(1, 1, 1, 1)
Emission Color
All
- Type:
ColorRGBA
- Default:
(0, 0, 0, 1)
TIP
If the material does not need to emit light, keep the Emission Color
black (0, 0, 0, 1)
.
Emission Intensity
All
- Type:
float
- Default:
1.0
- Range:
0.0
~30.0
Emission Intensity Min
Unlit
- Type:
float
- Default:
1.0
- Range:
0.0
~30.0
Twinkle Speed
Unlit
- Type:
float
- Default:
0.0
TIP
The twinkle speed of the official key material is approximately 3.0
.
Metallic
Physically BasedDecal
- Type:
float
- Default:
0.0
- Range:
0.0
~1.0
Smoothness
Physically BasedDecal
- Type:
float
- Default:
0.1
- Range:
0.0
~1.0
Ambient Occlusion
Physically BasedDecal
- Type:
float
- Default:
0.0
- Range:
0.0
~5.0
Normal Scale
Physically BasedDecal
- Type:
float
- Default:
1.0
- Range:
0.0
~5.0
Overlay Track
Physically Based
- Type:
bool
- Default:
true
TIP
When Overlay Track
is checked, the player ball can leave snow trails on this material.
Overlay Noise Scale
Physically Based
- Type:
float
- Default:
0.5
- Range:
0.0
~5.0
Overlay Noise Blend
Physically Based
- Type:
float
- Default:
0.5
- Range:
0.0
~1.0
Overlay Clamp
Physically Based
- Type:
float
- Default:
0.5
- Range:
0.0
~1.0
Overlay Projection
Physically Based
- Type:
float
- Default:
0.5
- Range:
0.0
~1.0
Overlay Offset
Physically Based
- Type:
float
- Default:
0.0
- Range:
-1.0
~1.0
Wetness Clamp
Physically Based
- Type:
float
- Default:
0.5
- Range:
0.0
~1.0
Wetness Offset
Physically Based
- Type:
float
- Default:
0.0
- Range:
-1.0
~1.0
Smoothness Multiplier
Physically Based
- Type:
float
- Default:
1.0
- Range:
0.0
~5.0
Tiling
All
- Type:
Float2
- Default:
(1, 1)
TIP
You can think of Tiling
as scaling.
Offset
All
- Type:
Float2
- Default:
(0, 0)
Speed
All
- Type:
Float2
- Default:
(0, 0)
TIP
The material will move on its own according to the Speed
.
Global UV
Physically BasedUnlit
- Type:
bool
- Default:
false
TIP
- If
Global UV
is enabled, the material will be rendered based on world coordinates. - You can choose a
Global UV
material for the stationary roads in the map to ensure their continuity at seams. - For movable physical objects in the map, do not use a
Global UV
material, otherwise, its texture will change as it moves.
Global UV Tile
Global UV = truePhysically BasedUnlit
- Type:
float
- Default:
1.0
- Range:
0.0
~20.0
Global UV Blend
Global UV = truePhysically BasedUnlit
- Type:
float
- Default:
1.0
- Range:
0.0
~20.0
Top Albedo
Global UV = truePhysically Based
- Type:
Texture
- Default: Empty
Top Normal
Global UV = truePhysically Based
- Type:
Texture
- Default: Empty
Top Mask
Global UV = truePhysically Based
- Type:
Texture
- Default: Empty
Transparency Type
Physically BasedUnlit
- Type:
Opaque | Alpha Clip | Alpha Blend
- Default:
Opaque
Alpha Dither
Transparency Type = Alpha ClipPhysically BasedUnlit
- Type:
bool
- Default:
false
Alpha Clip Threshold
Transparency Type = Alpha ClipPhysically BasedUnlit
- Type:
float
- Default:
0.5
- Range:
0
~1
TIP
- When
Alpha Clip
mode is selected, the material is completely transparent where the albedo map'sA
channel is less than theAlpha Clip Threshold
, and completely opaque otherwise. - When
Alpha Blend
mode is selected, the material's opacity depends on the albedo map'sA
channel.
The performance of Alpha Clip
mode is much higher than Alpha Blend
mode. If the effect meets expectations, please prioritize using Alpha Clip
mode.
Affect Albedo
Decal
- Type:
bool
- Default:
true
Affect Normal
Decal
- Type:
bool
- Default:
true
Affect Metallic
Decal
- Type:
bool
- Default:
true
Affect Ambient Occlusion
Decal
- Type:
bool
- Default:
true
Affect Smoothness
Decal
- Type:
bool
- Default:
true
Affect Emission
Decal
- Type:
bool
- Default:
true
Draw Order
Decal
- Type:
int
- Default:
0
- Range:
-50
~50
Audio
Import Audio
- Prepare your audio files in
.ogg
format. - Select the
Assets → Audios
category and click the first button on the bottom right,Import Audio
. - In the dialog box that appears, select the audio file and click the
Open
button.
Audio Preview
There are two ways to preview audio:
- Double-click the audio file directly to play the music.
- Select the audio file and control its play, pause, stop, and playback position in the
Inspector
.
Scripts
Import Script
- Prepare your script files in
.js
format. - Select the
Assets → Scripts
category and click the first button on the bottom right,New / Import Script
. - In the dialog box that appears, click the
Import Script
button. - In the dialog box that appears, select the script file and click the
Open
button.
Create Script
- Select the
Assets → Scripts
category and click the first button on the bottom right,New / Import Script
. - In the dialog box that appears, click the
Create Script
button. - In the dialog box that appears, enter a name for the script and click the
Create
button. - The new script will be created in the current folder.
Edit Script
- Double-click the script you want to edit / Select the script and click the
Open File
button in theInspector
. - The editor will open automatically, and you can write script code in it.