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Efficient glTF 3D import / export library for Unity

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Implements [KHR_animation_pointer](https://github.com/KhronosGroup/glTF/pull/2147), Closes #592. https://user-images.githubusercontent.com/9121007/233417443-55f2dc97-fe7f-4122-9ef4-c45f50536434.mp4 ### Main pointers: - [x] meshes - [x] weights - [x] nodes - [x] rotation - [x] scale - [x] translation - [x] weights (using...

Without this change, `EntityInstantiator.cs` does not compile with `com.unity.entities.graphics=1.2.0`. Though, with this change, it will most likely not compile with `com.unity.entities.graphics

**Describe the bug** A clear and concise description of what the bug is. Gltf animation imported in Editor, loaded via Addressables and animated with Playable Graph Api will loop when...

bug

## Description This PR allows exporting meshes that have read/write set to disabled in the import settings. ## Implementation When a mesh is not readable, it's data on the CPU...

**Describe the bug** When cloning, I see: ``` > git clone https://github.com/Unity-Technologies/com.unity.cloud.gltfast.git Cloning into 'com.unity.cloud.gltfast'... remote: Enumerating objects: 12555, done. remote: Counting objects: 100% (4454/4454), done. remote: Compressing objects: 100%...

bug

**Is your feature request related to a problem? Please describe.** Currently it's quite difficult to add support for custom glTF extensions in Edit Mode because `GltfImporter` cannot be customized. glTFast...

enhancement

Currently, when you export with an object that is a SkinnedMeshRenderer, all information is lost. There was a merge request on the original repo regarding this feature : https://github.com/atteneder/glTFast/pull/512/files Is...

enhancement

I've mostly kept the existing implementation of `GltfImport.LoadFile()`, but modified it to support any kind of stream (as long as the stream is readable). While loading from a file stream...

**Is your feature request related to a problem? Please describe.** I had a hard time finding the gltf shaders in the dropdown on materials. This was because the gltfast shaders...

enhancement

Some optimized GLB files can contain animation data that causes a null reference exception here. This PR adds a safety check for that that causing issues.