Kevin Ring
Kevin Ring
I'm tempted to merge this myself to include in tomorrow's release, since it's a useful fix and low risk. But I'll move it out of the release instead so that...
Thanks @j9liu, not sure how I missed that test failure. But it's fixed and this is ready for another look.
Hi @galdalali, I'm surprised to hear that setting the Transform of a GameObject with a Cesium3DTileset isn't working for you. I just tried it myself, and it appears to work...
I just noticed that you mentioned non-uniform scales. I can confirm that non-uniform scales disrupt tile selection. Translation, rotation, and uniform scale work well, though.
Thanks for sending me a video of the problem. From your video, it looks like you're doing something (a custom material?) to clip the tileset to a rectangle. Do you...
Ok, I see the problem. I was testing in Editor mode, which works fine. But in Play mode, the CesiumOriginShift component causes problems. If you don't need to shift the...
> When the map moves, it updates the CesiumGeoreference so that its position matches the maps position.**** This is exactly what the CesiumOriginShift does. So while you don't have that...
In your own custom application, the easiest approach is probably to update the tileset's Transform whenever you change the CesiumGeorefence origin. The math isn't trivial, I'd have to think about...
@galdalali can you try making a separate copy on disk of your application for each instance that you run? It sounds silly, but that may help avoid SQLite-related locking issues....
This branch breaks `KHR_texture_transform`. Here's what [TextureTransformMultiTest](https://github.com/KhronosGroup/glTF-Sample-Models/tree/main/2.0/TextureTransformMultiTest) looks like in v1.18.1: Here's what it looks like in this branch: Presumably the problem is that the texture translation is going in...