Andreas Atteneder

Results 379 comments of Andreas Atteneder

Thanks. That aligns with your textural description, but still does not help me narrow down where the unwanted conversion happens (because I suspect it's not within glTFast). Both seem to...

OK, I think I get it now. glTFast exports UVs as-is, but in Unity the second UV set is transformed by the Lightmap tiling/offset (from the MeshRenderer component) in addition....

The FBX exporter behaves the same. Can you elaborate more on the actual use-case you/re after? Is it that you want to prepare a scene in Unity, bake its lighting...

Hi and thanks for reporting, I haven't had time to look into the details yet. With regards to discrepancies between in-Editor and at runtime: Very often a specific shader variant...

Thanks for bringing up this suggestion! As a workaround I suggest to temporarily set the renderers' material to `null` before exporting. fyi: Skinned mesh support was added in 6.8.0.

Hi, Thanks for reporting. Can you specify what it would look like if it rendered properly? I don't comprehend from that one image. Maybe make an A/B comparison where you...

I ended up using [`numworks/setup-emscripten`](https://github.com/numworks/setup-emscripten). It seems to [smartly choose](https://github.com/numworks/setup-emscripten/blob/bbc4f5e15974bc13e69fdadecfd1858ecb1c4dbb/index.js#L22) emscripten version `3.1.29` instead of the latest one in case the desired version contains `fastcomp`. Maybe that's something this action...

`async` can be daunting at first (to me it was), but it's actually quite powerful. I deliberately don't offer non-async overloads, as that is bad practice (according to the Microsoft...

Those seem to work just fine: ```csharp try { var outStream = new FileStream(destinationFilePath, FileMode.Create); // Async glTF export var success = await export.SaveToStreamAndDispose(outStream); if (!success) { Debug.LogError("Something went wrong...