Andreas Atteneder
Andreas Atteneder
@vincenzorin Thanks for reporting. I'd like to find out whether you're hitting some physical limit or whether glTFast is causing this with some level of wasteful memory usage. In the...
might be related to #726
Hi and thanks for reporting, Is there a chance to get a look at the file for local testing? I want to certify what causes the problem first.
Thanks. On my side it looks like this: Don't be tricked, just because it's not black doesn't mean it's correct. The color is off. Turns out the normals are not...
@edwardbosz I 100% agree, sorry for causing confusion. I just wanted to give you a heads-up. We need to find the solution that causes the least follow-up problems (like breaking...
Hi, Have you had a look at [how to setup your project's materials and shader variants](https://docs.unity3d.com/Packages/[email protected]/manual/ProjectSetup.html#materials-and-shader-variants)? Likely some are missing. GltfImport, by default, does not log eventual problems unless instructed...
@snaik27 Thanks a lot for finding the culprit and pointing me towards the solution! Is there a way to verify the solution works without having the Quest at hand (like,...
Hi, What shaders are you using on those objects? Currently only Lit and Standard shader are know to work correctly.
Support for glTFast based shaders has been added in the meantime, so feel free to re-validate. Closing due to unanswered question.
@BorisDex Thanks for reporting and putting in the effort to pin it down! I think this would be a meaningful addition, given it's wrapped in a version define and documented...