glTFast 4.6.0
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
toFile -> Export Scene
to export the active sceneAssets -> 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)