Include the following details (edit as applicable):
Issue category: Scanning
Device type & OS version: Android
Host machine & OS version: Windows
Issue Environment : On Device
ARDK version: 2.5
Description of the issue:
Hi, I’m using the Scanning scene to make scans and try it. I understand how it works, but I don’t understand how can I save and use a scan I made with it…
If I save the scan, it is saved in-app, in a folder. But it is “built” a run time, or am I wrong?
I want to save it to use it in other app. I see it is saved as .mesh file with a texture.jps file, but when I try to import it in Blender, it gives me an error. Any way to use it in other apps or to export it in a .pbx file?
I know I can use Scaniverse to save a scan and export it in .pbx, but I want to use it on android without LiDar.
you can find them in Android/data/~name of your poject like com.DefaultName.NameProject~/
now, if you doesn’t save a scan, you can find it in cache/scankit, otherwise in files/scankit
I don’t know what you’re saying, I’m new so… can you explain me or help me?
Blender doesn’t understand .mesh files, so that’s why you receive an error when you try to import one. You would have to convert your mesh data into one of the file formats Blender understands. For instance, you could use a mesh to OBJ exporter to save your mesh data as an .obj file which you would then be able to open.
Tl;dr: You must convert your mesh and its texture into formats both Blender and Unity understand. For example, you could export your mesh within Unity to an obj file and generate a companion mtl file that references the image texture.
Thanks for your reply!
I’m trying to use the script you linked me, but when I import the folder when I found the scan I made, Unity gives me an error
“Failed to load ‘~path~/mesh.mesh’. File may be corrupted or was serialized with a newer version of Unity”
So I can’t export with the script you linked. How can I resolved it?
I’m using Unity 2021.3.18f1
I was able to reproduce that error. Was the mesh generated with the same version of Unity you’re trying to run the script with? Have you tried regenerating the mesh and directly passing it to the script?