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glTFast 4.6.0

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@atteneder atteneder released this 23 Feb 19:44
· 601 commits to main since this release

Happy to announce Runtime Export, Export for older Unity versions and many, many fixes and improvements

What's new

Added

  • (Export) Runtime glTF export to files
  • (Export) Export for Unity versions older than 2020.2
  • (Export) Save to System.IO.Stream
  • (Export) Occlusion map support
  • (Export) Metallic-gloss map support (converted to roughness-metallic)
  • (Export) Combine multiple maps to single occlusion-roughness-metallic map
  • (Export) Emission support
  • (Export) Correct texture filter and wrap modes by creating glTF sampler
  • (Export) Support for injecting custom material conversion via IMaterialExport
  • (Documentation) XML documentation comments on many types
  • (Documentation) Initial setup for DocFX generator

Changed

  • glTF export menu entries moved from File -> Export to
    • File -> Export Scene to export the active scene
    • Assets -> Export glTF for assets (may also be accessed from project view context menu)
    • GameObject -> Export glTF for GameObjects (may also be accessed from hierarchy view context menu)
  • (Documentation) Split up monolithic docs into multiple markdown files
  • (Documentation) Changelog links to code are now xref (for DocFX)

Fixed

  • Point meshes are rendered consistently on more platforms (iOS, Vulkan) due to explicitely setting PSIZE (thanks Kim Wonkee for #309)
  • Removed Editor markup resources from builds
  • Misformated XML documentation comments
  • Correct render pipeline detection in case of quality settings override
  • (Documentation) Many minor fixes like XML doc linter errors/warnings
  • (Export) Removed redundant texture entries in glTF schema
  • (Export) Properly closing buffer file stream
  • (Export) Conflict of textures with identical names
  • (Export) Exporting assets/prefabs from project view created empty glTFs
  • (Export) Correct float array serialization on systems with non-english culture configuration (#335)
  • Textures are not duplicated anymore if they use different samplers resulting in equal Unity settings (saves memory on corner-case glTFs)
  • (Export) Various material fixes and improvements
  • (Import) First-time imports work now, because it is ensured that the shaders are loaded correctly (#315)
  • (Import) HDRP >= 10.0: Alpha blended materials are not invisible anymore
  • (Import) URP >= 12.0: Alpha masked materials are correctly alpha tested now
  • (Import) URP >= 12.0: Alpha blended pbrMetallicRougness materials are correctly blended now
  • (Import) Improved error logs in Editor imports
  • 2019 HDRP compiler errors
  • Correct bounds calculation of meshes with normalized position accessors (applies for most quantized meshes; #323)
  • Removed precausious error message (#281)