Comments (20)
I made a Visual Scripting node library for glTFast two months ago, I also realized that some of the features didn’t work on visionOS as mentioned in this issue.
I found that Sharders in UnityGLTF work on visionOS and made a material generator to apply the shaders to imported models at runtime.
https://github.com/from2001/glTFast_VisualScriptingNodes
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With a few modifications, glTFast worked on visionOS. The rendering pipeline is URP.
You can try it by adding the following line to the manifest.json and importing it:
"com.atteneder.gltfast": "https://github.com/HoloLabInc/glTFast.git#polyspatial-urp",
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Hi Andreas,
Thanks for looking into this. We are really interested about this capability/platform support.
A couple of month ago we also tried and I was able to get that partially working on the simulator:
https://discussions.unity.com/t/gltfast-shaders-in-polyspatial/280868/4
What I did at the time was to fully rebuild the shader graph using the similar version of the URP package available in the sample. It seems there was some incompatibility issue with some of the graph node/your specific package (and there was no real "urp shader graph upgrade" for some of the nodes). It resolved the black issue but the rendering was still sub-part (material not matching, transparency/depth issue, etc.).
FYI: As it may seem counterintuitive but for us getting the draco package support on visionOS is the most important obstacle as it is difficult to turn that off from our prod or test pipeline, and it will avoid us to duplicate effort to try to rebuild draco from source with potentially different build settings as the one you are using.
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@atteneder Does glTFast work as-is for fully immersive/VR apps? Or do these issues need to be fixed across the board (windowed, immersive/MR, and fully immersive/VR) for full functionality?
Can confirm that glTFast works properly for Fully Immersive Apps.
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@atteneder Does glTFast work as-is for fully immersive/VR apps? Or do these issues need to be fixed across the board (windowed, immersive/MR, and fully immersive/VR) for full functionality?
To quote the PolySpatial visionOS docs:
For technical, security, and privacy reasons, visionOS does not allow Metal-based shaders or other low level shading languages to run when using AR passthrough.
That leaves me to assume they're working in windowed and fully immersive mode already.
I'm currenlty working on getting mixed reality cases (conversion to MaterialX) working as good as possible as well.
hth
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KTX' first step towards visionOS is coming along well.
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n.b. Unity's GLTFast works out of the box - just add it by name to package manager
https://docs.unity3d.com/Packages/[email protected]/manual/index.html
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With a few modifications, glTFast worked on visionOS. The rendering pipeline is URP.
You're my savior @tarukosu
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Manually convert to URP at runtime or editor script?
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Manually convert to URP at runtime or editor script?
I don't get what you're asking. Can you elaborate?
Update regarding shaders: The glTF shader graphs have a couple of incompatible elements in them. One solution could be to create a separate, visionOS compatible set of shader graphs.
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VisionOS seems to support URP and Unlit shaders. So I wonder about converting?
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VisionOS seems to support URP and Unlit shaders. So I wonder about converting?
I don't understand that question. Can you be more specific? Convert what to what?
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Actually is vertex color supported for runtime glb import?
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@atteneder Does glTFast work as-is for fully immersive/VR apps? Or do these issues need to be fixed across the board (windowed, immersive/MR, and fully immersive/VR) for full functionality?
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Actually is vertex color supported for runtime glb import?
It should be, with glTFast's shader graphs.
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Related Issues (20)
- When will Apple Vision OS be supported? HOT 2
- Asynchonous methods to not have Async suffix HOT 1
- Under Android platform, the gltf model that loads local files will have the wrong path.
- Unity material support is lacking - URP needs to be supported HOT 1
- Draco Package not found in Unity Editor HOT 2
- Incorrect rendering on Android for bigger models HOT 1
- Namespace GLTFast.Newtonsoft could not be found HOT 4
- Error Cloning Repository - LFT Over Quota HOT 3
- Material Appearance Discrepancy between Windows and Android on glTFast HOT 2
- Derived GameObjectInstantiator classes cannot fire base events
- Use Mesh.SetBindposes
- Material color changes slightly during export
- Unable to load GLTF model with WEBP texture in Android / IOS builds
- When loading a glb file, the colors of the materials are changed upon loading. HOT 1
- Emission doesn't seem to work in URP with glTF-PBR shaders
- how to load multiple Models on URL?
- Freeze frame during runtime loading in Android
- Android exception upon instantiation: Object reference not set to an instance of an object. HOT 1
- Support for mesh primitive modes `LINE_LOOP`
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