Andreas Atteneder

Results 224 comments of Andreas Atteneder

TL;DR: Yes, we'll keep on accepting PRs. Once we roll things out, there will be a guide how to submit PRs, preferably targetting the Unity fork where changes will be...

@sambaas Yes, I expect repos to sync within next week.

Closing, since this was [fixed](https://issuetracker.unity3d.com/issues/some-lit-shaders-are-having-huge-count-of-variants-which-leads-to-project-build-prevention) by the URP devs: > It's now fixed in Universal RP 12.1.5 (2021.2.14f1), 13.1.6 (2022.1.0b10), 14.0.2 (2022.2.0a9), and above.

Hi @RandomFloat and @ItsCubeTime , I had another look at this issue and I found the main problem. The difference is how Jpeg/PNG textures are imported at runtime (or in...

No direct update on the topic. However, since version 6 one can at the very least parse those properties (using the Newtonsoft JSON parser). The next step would be to...

I decided to not fix this on my side. Please use the OpenUPM scoped registry with Unity Cloud Build. Thanks

Hi, Sorry to hear that. Does it work in a WebGL build that's hosted locally? Have you tried a local development build (with debug symbols)? If you can reproduce it...

Hi @Pourfex , Depending on the `ExportSettings.Format` (which can be `Json` or `Binary`) it should always be either a single `.glb` file (containing everything) or multiple files (`.gltf`, `.bin` and...

@Pourfex Have your followed the [runtime export documentation](https://github.com/atteneder/glTFast/blob/main/Documentation%7E/ExportRuntime.md)? What does your export code look like?

Hi @LexDeKogel , Thanks for bringing it up. Unfortunately, this use-case of yours is a difficult problem :/ The number of shader variants is already very high and with upcoming...