David Frank
David Frank
@sindharta I just tried it with Blender 3.1.2 and visibility sync doesn't appear to work. Objects are synced but their states are all enabled. I am not sure what else...
I also tried "disable render" toggle (the second camera icon) in Blender, same result
[meshsync-test.blend.zip](https://github.com/Unity-Technologies/MeshSyncDCCPlugins/files/8570473/meshsync-test.blend.zip) sharing my blend file here in case @seandillon92 needs to take a look at them :)
> > I also tried "disable render" toggle (the second camera icon) in Blender, same result > > This is working for me, only for objects and only when using...
gentle ping: Blender 3.1 is out today, probably need a version targeting it. (last I checked MeshSync plugin requires targeting Blender headers right?) https://github.com/unity3d-jp/MeshSync/issues/24#issuecomment-416550364
Sorry to ping again, but Blender 3.2 is out, would be great to have a version of MeshSync plugin targeting it (haven't tested current release yet, just assuming a new...
@sindharta Hi, sorry to bother again, I know many work are now being done on MeshSync with Blender, will there be a minor release for Blender 3.2.1 before that work...
@sindharta I did, it worked, I need to test more about the unity -> blender GN sync, the GN parameters are sorted in alphabetical orders in Unity, that's probably something...
Not saying I understand the ins and outs of Metal API, but this PR looks like a step in the right direction. - https://developer.apple.com/documentation/metal/compute_processing/calculating_threadgroup_and_grid_sizes - https://developer.apple.com/documentation/metal/mtlcomputepipelinestate/1414927-maxtotalthreadsperthreadgroup I would love to...
I definitely agree, though the problem is on import we cannot easily distinguish them (between a tree glb and a car glb), so it would seem like we need some...