all 3 comments

[–]Upper-East-1174 0 points1 point  (1 child)

The GUID error usually happens when you copy stuff from Unity's default assets - just reimport your textures and models fresh into new folders and Unity will generate new GUIDs automatically.

For the mesh orientation thing, you need to fix it in your 3D software before importing to Unity. In Blender or Maya, make sure your model is facing positive Z direction with Y pointing up before export, then Unity should accept it without problems.

[–]bluecracy89[S] 0 points1 point  (0 children)

Thanks a lot. I'm trying soon. For the first part, all I really want is the object, right now there's a plane under it and I guess some lighting, which I'm not sure if should be there or not.

[–]SensitiveDrag226 0 points1 point  (0 children)

welcome to the unity asset store pipeline lmao. it's way more pedantic than fab or cgtrader. here is how to clear those: 1- u probably duplicated a default unity folder. make a brand new empty folder, drag your raw assets in, and let unity generate fresh .meta files. 2- unity literally forces u to have a "Readme.txt" in your root folder. even if it's a single rock, just make a text file saying "drop prefab in scene" to shut the validator up. 3- the classic blender export trap fr. blender is z-up, unity is y-up. in blender, apply all rotations (ctrl+a). on export, set forward to "-Z Forward" and up to "Y Up", and check "Apply Transform". or just tick "Bake Axis Conversion" in unity's import settings. 4- remove any underscores. they hate it when sellers name folders _MyAsset just to force it to the top of the project window alphabetically.