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Releases: atteneder/glTFast

glTFast 4.8.2

15 Jun 12:00
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What's New

Changed

  • Load textures/images, even when not referenced by material (#418)

Fixed

  • glTFs without nodes (#417)

glTFast 4.8.1

10 Jun 08:41
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What's new

Changed

  • Bumped Burst dependency version to 1.6.6

Fixed

  • UWP build (#400)
  • Shader compile errors in 2021.2 and later due to incorrectly named property in legacy shader graph glTF-pbrSpecularGlossiness-Opaque-double

glTFast 4.8.0

30 May 12:46
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Changes

Added

  • 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

glTFast 4.7.0

25 Apr 13:29
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This release is mainly fixes and workflow improvements

Added

  • RenderPipelineUtils to detect current render pipeline
  • Option to make glTFast an alternative .glb/.gltf importer (not default anymore; via scripting define GLTFAST_FORCE_DEFAULT_IMPORTER_OFF). Useful in projects where you have another default importer for glTF (thanks @hybridherbst for #367)
  • Prefabs glTF-StableFramerate and glTF-FastestLoading for easy, no-code setup of global runtime loading behavior (via IDeferAgent)
  • GltfImport.SetDefaultDeferAgent and GltfImport.UnsetDefaultDeferAgent for setup of global runtime loading behavior (via IDeferAgent)
  • TimeBudgetPerFrameDeferAgent component now has a frameBudget property with a nice slider in the inspector
  • UninterruptedDefaultDeferAgent, a Monobehavior wrapping UninterruptedDeferAgent

Changed

  • (DOTS) Update to Entities 0.50
  • (DOTS) Removed unused GltfComponent
  • Bumped Mathematics and Burst package dependency versions to current 2019 LTS verified versions
  • Renamed UniveralRPMaterialGenerator to UniversalRPMaterialGenerator (typo)

Fixed

  • Using correct file API for reading bytes in EditorDownloadProvider (thanks @hybridherbst for #360)
  • GUID conflict with UnityGLTF
  • (Export) Correct float serialization on systems with non-English culture configuration (relates to #335)
  • Documentation link in error message about missing shaders (#368)
  • Slow loading after scene loading due to reference to destroyed default IDeferAgent (#165)
  • (Import) Better error handling when textures are missing
  • (Export) Remember destination path when exporting individual GameObjects from menu
  • (Export) Vertical texture transform offset is correct now
  • Improved relative file path handling on platforms with non-forward slash directory separator (Windows)
  • (Import) Draco compressed meshes' submeshes now have bounds set from the accessor's min/max values (just like regular/uncompressed meshes; #384)
  • (Export) De-duplication by properly re-using glTF mesh if accessors and materials are identical (#364)
  • (Export) Removed error messages about non-matching Profiler calls (#357)
  • (Export) Re-encoded (blitted) textures are in correct sRGB color space, even when the project is in linear color space (#353)
  • (Export) Removed incorrect color space conversion on normal maps (#346)
  • For projects using the built-in render pipeline in gamma color space, vertex colors are now applied in the correct color space

glTFast 4.6.0

23 Feb 19:44
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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)

glTFast 4.5.0

24 Jan 16:37
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This release tackles a couple of material issues in URP/HDRP and simplifies future material extension work.

Upgrade to 4.5.0

New shader graphs are used with certain Universal and High Definition render pipeline versions, so projects that included glTFast's shaders have to check and update their included shaders or shader variant collections (see Materials and Shader Variants for details)).

Changes

Added

  • Generic shader graphs (to reduce the amount of shader graphs to maintain and reduce shader variants)
    • glTF-pbrMetallicRoughness
    • glTF-pbrSpecularGlossiness
    • glTF-unlit

Changed

  • The new, generic shader graphs are used for

Fixed

  • Correct emission in HDRP 12 and later
  • (Shader Graph) Vertex color alpha channel is used properly
  • (Shader Graph) Correct vertex colors when project uses linear color space
  • (Shader Graph) Emission is now in correct color space

glTFast 4.4.11

24 Jan 13:48
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Changed

  • SkinnedMeshRenderer created by the GameObjectInstantiator will have updateWhenOffscreen set to true to avoid culling issues (at a performance cost; #301)
  • (Editor Import): Imported Mecanim AnimationClips now have Loop Time set to true (fixes #291)

Fixed

  • Improved skin deformation on unorderd-joints-glTFs in projects with Skin Weights (quality setting) below 4 (#294)
  • Textures are not duplicated anymore if they reference different samplers with equal settings (yields huge memory savings, depending on some glTFs; thanks Vadim Andriyanov for #304)

glTFast 4.4.10

14 Jan 18:41
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What's new

Changed

  • Improved frame rate when loading glTFs with many morph targets (thanks Eric Beets for #287)
  • GameObjectInstantiator.SetNodeName can be overridden now (thanks STUDIO NYX for #297)

Fixed

  • Matrix decompose error (thanks weichx)
  • Flickering animation on invalid glTFs from Sketchfab (#298)

glTFast 4.4.9

20 Dec 15:36
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Changes

Fixed

  • (URP/HDRP) Materials with alphaMode MASK are alpha tested (and not blended as well) as specified in the specification (thanks rt-nikowiss for #296)

glTFast 4.4.8

07 Dec 15:32
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Changes

Fixed

  • Morph target animation curves have correct first keyframe value now (thanks Eric Beets for #277)
  • (URH/HDRP) UV transform and UV channel on blended materials
  • Error when using transmission approximation without a logger provided
  • ConsoleLogger non-LogCode messages have the correct log level now
  • Correct blending on URP 12 / HDRP 10 alpha blended materials