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10 Replies
andybak
andybakOP4w ago
I recall that one of the main differences between GLTFast and UnityGLTF is how they handle scene root objects. I can dig out the details if that matters.
eerop
eerop4w ago
yeah that'd be useful is Assets/ThirdParty/GlTF/ still used? Assets/ThirdParty/GlTF/NOTICE:
Imported from: https://github.com/alvani/Unity-glTF-Exporter

The MIT License

Copyright (c) 2015, 2016 Tony Parisi. All rights reserved.

...
Imported from: https://github.com/alvani/Unity-glTF-Exporter

The MIT License

Copyright (c) 2015, 2016 Tony Parisi. All rights reserved.

...
It seems to be a gltf exporter, but there's also some Tilt Brush code. So it's slightly modified to work with OB ah but it's only an editor tool right? And GLTFast/UnityGLTF are used for exporting during the game?
mikesky
mikesky4w ago
It’s the old exporter, which we still have active for now
andybak
andybakOP4w ago
The old exporter is still used for a Icosa uploads As well as being the default glb format. newglb is a separate export
eerop
eerop4w ago
wait, but do GLTFast/UnityGLTF only handle exporting while in the game? If I select a gameobject in the editor and export that as gltf, which exporter does that use?
andybak
andybakOP4w ago
Don't know - i've never really tried exporting from the editor gui Most "Where is this used?" questions should be answerable by looking in your IDE
eerop
eerop4w ago
just installed 😄
No description
andybak
andybakOP4w ago
A trick I often use is to rename a class just to see what throws up an error
eerop
eerop4w ago
what i found: - GLTFast can do import/export in both runtime and editor, and it creates and implements the menuitem "Assets/glTF" - GlTF_EditorExporter.cs (Tilt Brush license) creates and implements menuitems for exporting Open Brush strokes to gltf, e.g "Open Brush/glTF/Export Brush Strokes to glb v1" Docs TODO (https://docs.openbrush.app/docs-todo has 3d model import needs a lot of work explaining the pitfalls - although fixing the importer would also solve this! I could write docs for it as I think that would make it easier to work on the gltf stuff on feature/icosa-integration what do you think @andybak
andybak
andybakOP4w ago
I think the hard part isn't writing the docs - it's unpicking what advice we should give. And a lot of that is currently locked away in my head. And a further complication is that the advice will probably change over time. 1. I don't think anyone cares about exporting GLTFs from the editor - that part doesn't need documenting 2. Exporting at runtime is about choosing between: a. the old GLTF format (if you're using the classic Unity SDK or uploading to Icosa) b newglb format via UnityGLTF c newglb via GLTFast If/when we decide to stop using GLTFast for exports we can make this a choice of a or b (i need to check if this is already the case! It's been weeks since i touched the export stuff and I've forgotten the current state of play) Importing is simpler - but we might change the default over to UnityGLTF. (note that the importer automatically falls back to the old old importer if it experiences an exception)
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