glTFast
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Efficient glTF 3D import / export package for Unity
**Is your feature request related to a problem? Please describe.** As discussed previously in my bug reports, I'm attempting to use `.glb` files to transmit mesh and texture data buffers...
**Problem Description** A glTF that contains multiple scenes and animations potentially creates problems :) All `animations` are assigned to every scene instance. Assuming the node hierarchy of scenes is different,...
**Describe the bug** I am using unity version 2021.3.2f with URP version 12.1.6. In the editor everything works fine, but when it try to export to WebGL im getting following...
feat: Loading many KTX textures is now not blocking the main thread anymore. Requires experimental KtxUnity version (1.3.0 or 2.2.0) respectively and is blocked by their release.
I noticed some major memory leaks after loading and unloading many small gltf's in our Unity app. Our app is basically a browser for gltf files stored in the backend....
This PR renames 2 shader properties so they're accessible via common C# accessors as described in https://github.com/atteneder/glTFast/issues/386. Originally I did the change in shader graph, but then noticed that the...
Some use-cases require extreme value ranges when it comes to node positions/transforms (think globe-, or universe-scale scenes) While glTF's JSON is capable of representing high-range values in text form, Unity's...
glTF export currently only supports Unlit, Standard and Lit shaders (across BiRP, URP and HDRP) Adding support for our own glTF shaders and shader graphs would allow (close to) lossless...
**Describe the bug** Gltf Exporter gives a wrong result. First import a glb format asset into unity and add to the scene. Then export the select game object. The exported...
**Describe the bug** Seems texture rotation is _nearly_ but not quite correct *To Reproduce** Steps to reproduce the behavior: 1. Download https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/TextureTransformTest 2. Put into Unity to be imported by...