glTFast
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Efficient glTF 3D import / export package for Unity
When the platform is set to Android, normal maps are not interpreted correctly when "Normal map encoding" value is set to DXT5nm in the player settings. This seems to be...
**Describe the bug** I found a problem, the same glb, previewed in edit mode, and dragged into the scene, the model behaves normally, but the dynamically loaded glb behaves abnormally....
**Describe the bug** When exporting a mesh using draco compression, the mesh bounds written in the file is inverted on the X axis. **File** [OffsetCube.zip](https://github.com/atteneder/glTFast/files/15132379/OffsetCube.zip) **To Reproduce** - Export a...
**Describe the bug** We recently added support for sparse on our avatar system. Our fullbody avatars work fine but for some reason the halfbody ones do not. If you try...
**Describe the bug** Stretch and squash animation not imported as expected. Expected: - to see horizontal axes (Unity's XZ) to scale out as the vertical (Unity Y) scale is reduced...
Out of all [mesh primitive modes](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#_mesh_primitive_mode), these are not supported and render incorrectly: - `LINE_LOOP` - `TRIANGLE_STRIP` - `TRIANGLE_FAN` For the latter two, there's issue #316 Unity does not have...
Hello, Could you please tell me if there is any way to get rid of freeze frames? As far as I understand, the use of IDeferAgent is intended specifically for...
Hi @atteneder , First of all, amazing plugin...I'd like to extend the plugin using the KHR_material_variants protocol. Example here: https://www.khronos.org/blog/streamlining-3d-commerce-with-material-variant-support-in-gltf-assets Maybe you have already developed something along those lines and...
Emission doesn't seem to work in URP with glTF-PBR shaders. I want to describe how emission doesn't seem to function correctly in URP Unity: Download Unity 2022. Download glTFast. Create...
Hello!, hey there. Considering a Unity Plugin/Tool based on a custom Editor Window, what's the correct approach to load a buffer and retrieve it's GameObject (no instancing, just dynamic reference...