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    Enrico Speranza
    @Vytek

    Perhaps I found how to fix the issue.

    This works with (but I suppose also for other Unity versions):

    unity_2018-07-21_16-05-42

    1) NOT USE: NOT include GLTF/PbrMetallicRoughness.shader in (Edit -> Project Settings -> Graphics) This configuration freeze Unity building in "globalgamemanagers.assets". You had to kill the process and restart Unity Editore.

    2) NOT USE: copy GLTF/PbrMetallicRoughness.shader in Assets/Resources directory fix the log error, but the Unity Player not renderer PBR or alpha texture correctly (see previous images on other posts).

    3) CORRECT: Create a ShaderVariants (Edit -> Project Settings -> Graphics) Save to Asset and load your shadervariants. Check in Editor Inspector if your shadervariants contains GLTF/PbrMetallicRoughness.shader , if not add it ;-)

    unity_2018-07-21_16-03-19

    unity_2018-07-21_16-02-26

    NOW ALL WORKS!

    Please confirm if my fix is corret and I will close the issue here.

    Christian Taddei
    @Midkar_gitlab
    Hi, can anyone confirm he's successfully using UnityGLTF with Unity 2018.2.6f1?
    iambumblehead
    @iambumblehead
    I was able to generate a .unity file and open the package with Unity 2018.1.5f1
    I'm fairly novice with Unity and would like to load a local .glb file using a button press from a Unity EditorWindow instance
    I opened an issue at the project page on github and would be glad for any advice anyone might give
    Evgeniy Popov
    @crewgn

    hi
    i'm trying to export model from unity to GLTF 2.0. how can i do this?

    sorry for newby question.

    Enrico Speranza
    @Vytek
    @iambumblehead Try this: https://github.com/atteneder/glTFast
    @crewgn 1) Load UnityGLTF in your Unity
    2) Select GameObject To Export
    Enrico Speranza
    @Vytek
    Schermata 2018-09-27 alle 15.24.53.png
    3) Export Selected ;-)
    sain801028
    @sain801028
    #232 I can't perform it after testing.
    Screen Shot 2018-09-28 at 10.09.36.png
    Version system: macOS 10.13.6
    sain801028
    @sain801028
    I am using the latest version on the current master
    Enrico Speranza
    @Vytek
    Hello! Please update release unity package!
    Schermata 2018-10-17 alle 09.45.25.png
    Schermata 2018-10-17 alle 09.47.22.png
    Tyom97
    @Tyom97
    Hi guys, how solve this problems? Thanks
    Tyom97
    @Tyom97
    image.png
    Hi again, how solve this problem, now with photo )))
    ???
    this error comea on android.
    comes*
    Tyom97
    @Tyom97
    Hi all, i fix all problem, now i have more question :D what means gltf export selected/scene, and why i have error argumentnullexeption, parametr name shader
    ayagodinsc
    @ayagodinsc
    Hi! Is there some info on how to apply skeletal animation to a skeleton in glb file? (Unity specifically, but general info is welcome also)
    iraytrace
    @iraytrace
    I just downloaded and built the library. According to the main README.md I should be able to open any of the example scenes. They seem to all be a simple Floor/Light/Camera. I get a message about starting a web server, A number of "Load Failed" messages, and an HttpRequestException. Is this expected behavior? The readme seems to indicate I should have a lamp-post scene in at least one of the examples.
    Dimitri Blatner
    @dblatner_gitlab
    Hey all, is this the official communication channel or should I use the Slack workspace of Khronos?
    Jeremiah Johnson
    @naikrovek
    @dblatner_gitlab use the Khronos Slack
    Jesse Vander Does
    @FreakTheMighty
    Can anyone explain how to import UnityGLTF via UPM?
    This gives me an invalid package error "org.khronos.unitygltf": "https://github.com/khronosgroup/unitygltf.git#v1.0.1"
    Jesse Vander Does
    @FreakTheMighty
    Hmm, seems like the work to create the package was completed, but it hasn't been published anywhere.
    Simon (Darkside) Jackson
    @SimonDarksideJ
    There's no UPM branch, which is required to add a package that way. I'd agree, they've started the UPM journey but not finished yet
    ernijsyoyo
    @ernijsyoyo
    Hi! I tried to download and build the UnityGLTF with Visual Studio like mentioned in in the repo readme, but I get a Visual Studio error
    "Your project file doesn't list 'win10' as a "RuntimeIdentifier". You should add 'win10' to the "RuntimeIdentifiers" property in your project file and then re-run NuGet restore."
    I can seem to find a fix for this and I also looked through StackOverflow for help bit so far nothing..
    ragson
    @ragson
    how to animate blend shape models
    Animations for blend shape models not playing in unitygltf plugin
    Simon (Darkside) Jackson
    @SimonDarksideJ
    Check out Siccity, which is a gltf imported based on Khronos and includes Animation capabilities
    https://github.com/Siccity/GLTFUtility
    ragson
    @ragson
    hii i successfully import my unitygltf plugin in my project but i unable to call myproject classes ,methods in unitygltf class files how to resolve this issue
    小蟋蟀
    @foreverliu
    Hello everyone, I use sketchup to export the gltf model and use unity to load this model. The loading is very slow. The 80M model took me an hour to load. Is there a way to solve it?
    Ismaeel shujat
    @ismaeel1_gitlab
    Help: Can anyone here tell me if draco compression is added in UnityGLTF?
    Ramakrishna Tumuluri
    @rktumuluri_twitter
    I am a newbie. Looking for a "features" document. Does UnityGLTF support loading gltf models from the web ?
    Jeremiah Johnson
    @naikrovek
    yes, you need the full URL to load a glTF model, I believe. I don't think the extension cares at all where the URL is actually hosted.
    ragson
    @ragson
    how to animate blend shape models
    Animations for blend shape models not playing in unitygltf plugin
    Jaspreet Dhanjan
    @jaspreetdhanjan
    Hey guys, I'm wondering if you can help me. I'd like to use the API to export a specific Unity object (and it's children) in the node hierarchy. Is this possible?
    Kevin,WY
    @wangyanmeego
    Help, if UnityGLTF work on android
    I can't load on android
    but on editor, it works fine.
    Eoin
    @eoineoin_gitlab
    I have a question on extensions; I've implemented an ExtensionFactory and IExtension, but after parsing, it looks like that information is thrown away? I'd like to be able to create new GameObject or add components, etc., but in -say- GLTFSceneImporter.ConstructNode(), there's hard-coded handling for only an "MSFT_Lod" extension where I would have expected to see a more generic callback function there. Have I missed something? I suspect one approach might be to derive from GLTFSceneImporter and override ConstructNode(), but I'm not 100% certain, given the manner that function calls GameObject.SetActive().