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A target layer can be defined for instantiated GameObjects via GameObjectInstantiator.Settings.layer (thanks @Holo-Krzysztof for #393)
Re-normalize bone weights (always for design-time import and opt-in at runtime via GLTFAST_SAFE scripting define)
GltfAssetBase.Dispose for releasing resources
Changed
Mecanim (non-legacy) is now the default for importing animation clips at design-time (thanks @hybridherbst for #388)
Mipmaps are generated by default now when importing at design-time (thanks @hybridherbst for #388)
All four bone weights are imported at design-time, regardless of quality setting
SkinnedMeshRenderer's rootBone property is now set to the lowest common ancestor node of all joints. This enables future culling optimization (see #301)
Fixed
Fail more gracefully when parsing invalid JSON
Proper error handling on glTF-binary files with invalid chunks (unknown type or invalid length; #389)
Properly handle skins without inverse bind matrices
Avoid loading Jpeg/PNG textures twice when they are sampled linearly or mipmaps are generated