Dylan Ebert
Dylan Ebert
Allowing unity backend assets to be updated at runtime Currently implemented: - Node position, rotation, and scale setters call `scene.update_asset`, which update the asset in the backend - Node force...
To reproduce: ``` print(node.transformation_matrix) node.position += [0, 10, 0] print(node.transformation_matrix) ``` The transformation matrix should change, but doesn't
Socket is a major bottleneck, may be possible to try shared memory instead: - https://docs.python.org/3/library/multiprocessing.shared_memory.html - https://answers.unity.com/questions/1249732/how-to-use-shared-memory-in-unity.html
When testing loading https://huggingface.co/spaces/simulate-tests/Doors/blob/main/Room.gltf, the config with purple ambient lighting is not loaded
Nice postprocessing options to add to config, not urgent
Tested when loading https://huggingface.co/spaces/simulate-tests/Doors/blob/main/Room.gltf, the floor (the mesh on the root) is not loaded/shown
- Allow disabling shadow casting for some objects
- When multiple objects have the same mesh, it should only pass the mesh data once, as it worked previously - Currently, the mesh data is instead duplicated, i.e. adding...
Currently, the debug cam is always rendered (outside of headless mode), which may waste some processing power. This should be able to be disabled, perhaps in config. It may also...