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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.
yeah that'd be useful
is
Assets/ThirdParty/GlTF/
still used?
Assets/ThirdParty/GlTF/NOTICE:
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?It’s the old exporter, which we still have active for now
The old exporter is still used for a Icosa uploads
As well as being the default glb format. newglb is a separate export
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?
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
just installed 😄
A trick I often use is to rename a class just to see what throws up an error
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 @andybakI 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)