Andreas Atteneder

Results 64 issues of Andreas Atteneder

glTF Export has landed in 4.4.0. Now it's time get it out of experimental ### TODO - [x] Run-time export via API - [x] Save to file - [x] Save...

enhancement
export

Upon import, give feedback whenever assets are not optimal and ideally offer solutions (like re-encoding/optimizing). - Generic glTF errors/warnings (things the glTF-Validator or glTF QA tool would report as well)...

enhancement

Animation currently uses Unity's legacy animation system. We should investigate into using the Playables API instead. Expected improvements: - More future proof due to not depending on obsolete/legacy animation system...

enhancement
animation

Make loading glTFs streamable, so the already received part of the content can be parsed while the rest is loading. - Detect Binary/JSON - Parse JSON ahead - Fill individual...

enhancement

It would be interesting to get a progress (done vs pending percentage) and provide data/interfaces required for progress bars and ETA calculation. Callbacks for major loading events, like: - Geometry...

enhancement
import

The following [glTF primitive modes](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_mesh_primitive_mode) are not implemented: -`TRIANGLE_STRIP` -`TRIANGLE_FAN` Unity does not support those out of the box, so glTFast needs to generate indices (similar to how it creates...

enhancement
help wanted
good first issue

glTFast should give an as precise as possible estimate about memory usage of a glTF model, both upfront and after loading. The goal of this issue is that glTFast gracefully...

enhancement

At the moment culling problems are avoided by enabling *Update When Offscreen* setting of SkinnedMeshRenderers (SMR), which comes at a performance cost. This issue is about finding a better solution....

enhancement
help wanted

Make comprehensive export available at runtime. The lack of access to source assets (especially meshes and texture) makes runtime export somewhat harder. Also there's an increased priority on performance and...

enhancement
export

Currently scene instantiation is synchronous. For large scenes this can be troublesome, since it can take very long and the frame rate will suffer. Therefore scene instantiation should be preemptive...

enhancement
import