Adam Mitchell

Results 10 comments of Adam Mitchell

I'm guessing that this could be a bug in Unity. We correctly set the RenderType to Transparent in StandardMap.cs line 297. But then the Unity inspector seems to set it...

Hi @marcspraragen, This isn't something that is built in, but I think you should be able to accomplish it with UnityGLTF. If you load scene in a glb which contains...

This is not possible right now. Side note, are these valid gltfs? Looking at the spec, animation channel targets must specify a node. And I think that node needs to...

Hey @AnandDixit27 , @rferrese has a proposed performance fix here. https://github.com/rferrese/UnityGLTF/commit/9b2e9633dbe1c336e03169947e49e87fc449d72b I think it's a good fix. I'm testing it now with a few different models. If everything looks good,...

@NoobCoder8080 Pull #414 just went in, and it does fix a loading time regression that was introduced a few weeks or months ago. It sounds like there may be an...

Yes, there is definitely still a big loading performance issue here. I've tracked it down to the fact that in AsyncCoroutineHelper, when we waitForEndOfFrame and set the new timeout, sometimes...

Thanks for reporting this issue. We're happy to accept contributions to fix this issue. If you have a fix, please send us a PR and we'll review it quickly.

@andreasplesch , it sounds like you have a fix in your fork. Can you create a pull request so we can get this fix into master? Once this change and...

Did you clone the repository? If so, then check out README.md. You'll need to build /GLTFSerialization/GLTFSerialization.sln. Then open the Unity project at /UnityGLTF and it should succeed.

Thanks for the suggestion @soraryu. One challenge of supporting MaterialPropertyBlocks in the way you suggest is that they don't map well to any properties in gltf. See [gltf 2.0 Materials...