Comments (5)
Hi,
I assume you're not using HDRP Lit shaders (since the sources are glTFast imported glbs). It's a known issue that the glTFast shaders won't export well at the moment and thus round-trips are prone to errors.
Always curious what your use-case is. It helps me prioritize working on a solution. Thanks!
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Hi,
Our use case is that we create high fidelity rendering of furnished apartments, for this we use Unity to prepare the shots and then we need to export the scene to go through a distributed rendering system.
We also use a lot of tooling to prepare this as well as blend shapes that we need to convert to static meshes and alike as can be seen in the example script.
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Hi,
Is there an option to unpack the glb content on import? Or import using HDRP Lit Shader?
This way I could create the copy with a HDRP Lit shader using the textures and would allow to export an imported glb.
from gltfast.
Hey @atteneder, any news on the ability to do round-trips import/export at runtime? This feature would be greatly appreciated. Our use case is to be able to import multiple glb files at runtime and reexport them in one scene (bundling them). Avoiding the pain of changing all the materials and swapping maps channels around would be great!
from gltfast.
Related Issues (20)
- Unable to run gltf sample from web in URP / 2022.3.4f1 HOT 3
- wrong illumination of objects
- IndexOutOfRangeException: Index was outside the bounds of the array on linux only
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- Change default shader HOT 2
- Editor crashes when importing a glb runtime (URP, Unity 2022, MRTK) HOT 2
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- KTX spoil mesh texture in Unity build with URP but it works in the editor HOT 2
- Meta Quest Browser Failed to import runtime GLBs
- Compile Error occurs when applying "GLTFAST_SAFE" Script Define Symbols HOT 1
- Support for loading large GLB files without copying entire file to managed memory
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