FlailingFog
FlailingFog
> _and_ export the characters without merging the meshes The meshes are now kept separate in the PR branch. As long as the object is not hidden in the outliner,...
It should import without errors in https://github.com/FlailingFog/KK-Blender-Porter-Pack/pull/138 now, but you'll still have to load in one or two textures manually
I think this is a linux thing. I tried 3.2.1 with the flatpak, then 3.2.1 and 3.2.0 exes through wine but they all gave the shader compile error message. 3.2.0...
This is how eye movements are done in blender. It might give you some hints for how to do it in Unity: https://files.catbox.moe/932vx2.mp4
You shouldn't need to enable shadow or the shading proxy for shadows to work. Is your world color set to white? That would prevent any shadowing
I just realized you're in the material preview view, so the sun won't work at all. Swap to rendered view 
The hair exports correctly, but the author of the card made the file that turns the hair invisible use the color channel instead of the alpha channel. I'll add a...
The shader uses a "Shader to RGB" node that is not available in Cycles. If you want to use it in Cycles you can probably use the Atlas Generator in...
It should also be possible to stick the cycles version of the KK shader into the same directory the pmx file is in and it'll read from that file instead...
Some duplicated bones might show up if the model uses accessories that have extra bones with names like "spine" or "chest", causing blender to add the .001 tag to them....