Andreas Atteneder
Andreas Atteneder
Absolutely! I wanted to go over all existing PRs (on the original as well as here) for some time, but first I need to finish some QA chores. Thanks for...
It was merged and released in [6.8.0](https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html#680---2024-09-05) (just saw the changelog entry is missing).
@sandr01d Thanks for the contribution! Positive: - It works in all cases (including Draco compressed export) and is quite minimalistic in terms of complexity/lines of code added. Negative: 1. It...
I've developed a version that satisfies the mentioned shortcomings. Expect the improvement to land in an upcoming release. Again, thanks a lot!
@Marc-Ducret Thanks a lot for the hint! I've fixed this in a backwards compatible way in 6.6.0.
@timokorkalainen Thanks for the contribution. Could you provide examples/glTFs that trigger the error? While defensive coding (with check like yours) is good in general, I want to make sure we're...
I've done my own attempt of achieving more resilience in this particular part of the code base, therefore closing this pull request. The upside is that now there's either a...
@timokorkalainen Thanks for sending me a test file on another channel. TIL that if an accessor's [bufferView](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#_accessor_bufferview) is not set, it is still valid and its values should get initialized...
Thanks for reporting. TIL: there's an alternative normal map encoding in Unity :) Unfortunately glTF has XYZ normals on board (see [glTF 2.0 spec](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#_material_normaltexture)). There's three solutions I can think...
Hi, not sure I understand. You want to load a glTF-binary from a `byte[]` and access a GameObject without instantiation of a scene? That is not really feasible. Do you...