Andreas Atteneder

Results 224 comments of Andreas Atteneder

> Would you advise to use different formats to GLTF for editor design-time imports? For now, yes (if the mesh size is a concern to you and realtime import with...

Thanks for reporting...that's a real bummer :/ Let's brainstorm solutions: - Splitting up shader by certain shader keyword (GAMMA would be a good candidate, since you never need both linear...

Note: While debugging other material problems (transparency/blending in HDRP >=10) I noticed that some material features that used to require a separate shader graph can now be controlled via shader...

@hybridherbst Looking at it! Strangely I couldn't reproduce it (glTFast 4.4.9, Unity 2021.2.7f1 with URP 12.1.2). I now ticked off "strip unused variants" in URP's global settings and now I...

@hybridherbst Is this still a problem? glTFast 4.5.0 uses less shader graph versions. We should re-evaluate this issue.

negative scales are IMO incorrect and IIRC some systems (physics?) do not work that way. I'd like to look if this can be solved differently first. Do you have a...

That's a great suggestion and something I've been thinking about already. The biggest obstacle is probably the JSON parsing by JsonUtility. Adding custom properties currently requires changes to the schema...

> Yes I thought so. Is file size the main reason for using JsonUtility in the first place? Yes. I noticed WebGL builds are ~1 MB (wasm) smaller when not...

> Hi, has there been any more thought given to how you'd like to see an extension API implemented? A few of us over at the [OMI](https://github.com/omigroup/gltf-extensions) group would like...

@mikeskydev Sounds great! Keep me posted.