The only problem is that, as I pointed out above, I see errors with some of the files I have tried. Regarding UniGLTF-1.28, when it works, it works quite well, and I'm pleased with how quickly it can create a GameObject. As others have mentioned, it's a mess! I spent a whole day messing with it. I'm not sure if UnityGLTF has this (the Khronos asset), but getting it working is a nightmare. So "Sketchfab for Unity" seems to lack a simple method that lets you load a GLTF and return a Unity Game Object. But it's also really slow because if the GLTF has 100 pieces within it (meshes or whatever) then Unity takes its sweet time doing the import for all of these. I'm pretty certain a prefab can only be created in the Editor, and not in a standalone application. I need runtime GLTF loading, and I can't use "Sketchfab for Unity" because it seems coded so that when you load a GLTF file, it imports the file and creates a prefab. I was curious to see if they worked with your asset. Both fail with errors when I use UniGLTF-1.28. Hey could you try testing with the 2 attached GLTF files? Both of these are from Sketchfab (both are creative commons license, but I don't have the authors handy to give proper credit)īoth of these I can open using the "Sketchfab for Unity" asset and they work fine. Unless I'm mistaken, I do have the latest version. Hmm, did you make a change? I just downloaded this a couple days ago, and GitHub says that last commit was 12 days ago.
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