The Basics

 Setting Up Your PlayUp Preferences 


The first step for any game export is to familiarize yourself with the PlayUp Preferences window found in Extensions > PlayUp Tools > Preferences. Under the General Tab, there are the following options:

Select the 3D engine you would like to use:
The selected engine will determine which export process is initiated on export.

Global Merge Options:
You can choose to export every group and component as it's own mesh file, or merge all of the nested groups and components into the parent when creating a mesh file.

Logging for Ruby Console:
If this is enabled, you can open the Ruby Console by going to Window > Ruby Console and to see the log that is generated on export. This can help you troubleshoot issues in the export process. A log text file will also be generated in your export directory.

Export mesh as:
Choose between the DAE, FBX text, and FBX binary file formats. Note that not all engines support every mesh type. The table below represents what is currently supported for the versions of the engines listed on the "What's New" section of this site.

  CRYENGINE LUMBERYARD UNITY UNREAL
DAE
FBX

Clean up source files on export:
If you enable this option it will remove all of the files that are generated during export, but are not needed to complete the import process.

Export layers separately:
If you enable this option, when you export your level it will export the layers separately. The format of these files will follow the convention, "LevelName_LayerName" instead of the standard, "LevelName".

Each additional tab in the PlayUp Preferences menu contains engine specific settings. Before exporting, you need to ensure that you have properly set the fields in your engine's specific tab.