glTFast
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Efficient glTF 3D import / export package for Unity
Currently, KTX transcoding and uploading to GPU is done in one monolithic step. If many textures are loaded simultaneously they'll get uploaded to the GPU subsequently (without breaks) and will...
Animation currently uses Unity's legacy animation system. Current state is that Mecanim animation system is not fully available at runtime. You can exchange animation clips at runtime via AnimationControllerOverride, but...
Add support for [KHR_materials_transmission](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission) Full support is planned/investigated for Universal Render Pipe and High Definition Render Pipe. The Built-In Render Pipe will receive an approximation solution without transmission roughness nor...
Add support for [KHR_materials_sheen](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_sheen)
See extension [KHR_materials_clearcoat](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat) Probably won't work on it before looking into URP/HDRP.
It takes relatively long time to import glb files through url then I found that 90% of the time is spent on downloading the file itself ,So I'm just wondering...
**Describe the solution you'd like** Wanna get triangles and materials count in glb file before real load, because we want to determine the impact on performance to decide whether to...
When importing a skin from glTF a SkinnedMeshRenderer is applied to the Mesh. However, there is no option to import the skin as Avatar (Generic / Humanoid). As far as...
Although the glTF spec requires to support at least two, meshes can have more than two UV sets (TEXCOORD_1) that materials can use via `texCoord`. See the [documentation](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#meshes) This is...
Hi again @atteneder , when loading a gltf-file where meshes have multiple materials, the meshes get splitted into multiple submeshes, one for each material. Is this the intended way of...