Andreas Atteneder

Results 379 comments of Andreas Atteneder

Thanks for the feedback, indeed it would be useful. No update to communicate. It's not a high priority at the moment and on top of that I'd postpone it after...

@daverge Thanks for the flowers. I do like the idea of adding the API first and adding/improving the actual implementation later on (we've done this before). In this particular case...

@Hexer611 Thanks for going ahead and submitting PRs. Regarding the incorrect linke: Sure, go ahead! Targetting the Unity fork is the way to go. I'll look at your PR in...

This feature has been released with [glTFast 6.8.0](https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html#680---2024-09-05). Thanks!

Hi, You've been using `TimeBudgetPerFrameDeferAgent` correctly, but there might be a misunderstanding what it actually does. Whenever the glTF loading procedure reaches certain milestones the defer agent can decide if...

Closing this as part of cleaning up. Re-open if you need further assistance.

@pfcDorn Thanks for raising that interesting idea. Can you elaborate what the actual use-case and benefit of that would be? Like, does it actually safe resources and what are your...

Thanks for the report. Seems like one of the meshes has an index buffer of length zero and thus no triangles at all. I'll look into making glTFast more robust...

Note: In the upcoming release 6.10.0 this test asset works, because it creates one mesh with two submeshes where only the second submesh has zero triangles (instead of two meshes,...

Hi, do you have any problem cloning from this fork/repository? ```shell git clone [email protected]:Unity-Technologies/com.unity.cloud.gltfast.git ```