Andreas Atteneder
Andreas Atteneder
After giving it some more thought we concluded that it's probably a better solution to create an injection point for `FindShader`. Users are then able to implement their own shader...
The solution currently available is to provide your own [IMaterialGenerator](https://docs.unity3d.com/Packages/[email protected]/api/GLTFast.Materials.IMaterialGenerator.html) where you can take care of finding the right shader yourself. I acknowledge that's not ideal if you're happy with...
Agreed, this has to be handled better. For the record: with the provided glb file glTFast (6.7.1) rejects to load it properly, as the WebP extension is listed as required....
Hi, I see glTFast primarily as an importer/exporter and that's where my focus will be foreseeable future. Mesh editing operations like merging/welding verts and calculating normals best be done in...
If anyone wants to volunteer integrating it, will accept PRs. Note: make sure you're not infringing any copyright laws. Integration for design-time/Editor imports is the easiest. Just hook it into...
To quote the [glTF specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes): > When normals are not specified, client implementations MUST calculate flat normals ... That's not to say this feature cannot be implemented regardless.
Thanks for reporting! I believe a fix for that is in slot for the next release. Will check once on a PC again.
I guess you meant 6.14.1, and you're right. The fix has been in there (see [changelog](https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html#fixed)). Thanks for pointing it out.
@LaneF Thanks for bringing forward your requirements. Agreed, this part of the API appears incomplete. But first please tell me more about your use-case. In what ways are you using...
Thanks for the insight. > collaboration may be mutually beneficial. Most definitely! First, let's talk about the general purpose problem of node names getting set rather late and potential solutions....