Comments (5)
Does the plan include outputting animated elements (models) as glTF?
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That's the plan. We'll work towards full export support as we go. However, right now we're focusing on project architecture so we can break out some of this work and hopefully clean up integration points. Hopefully we can get that done relatively soon.
After that I believe @MSblgross and I will be focusing our efforts on getting full glTF 2.0 support for import. I plan on moving back to export after import is fully featured.
However, work can be done in parallel on supporting the remaining export features. If you or anyone else want to help out it would be greatly appreciated!
I know @bghgary and the folks at @sketchfab have worked on animation export from Unity in their projects. Gary's involved already and it would be great to see if Sketchfab wants to contribute.
https://github.com/bghgary/glTF-Tools-for-Unity
https://github.com/sketchfab/Unity-glTF-Exporter
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We're still trying to decide on the final namespaces for the project before we merge #50
I have a proposal here and I could use some feedback from the community.
Example of the proposed namespaces:
using UnityEngine;
using GLTF;
using UnityGLTF.Extensions;
namespace UnityGLTF {
class GLTFComponent {
public GLTF.Scene Scene;
public GLTF.Math.Vector3 GLTFVector;
public GLTF.Serialization.GLTFParser GLTFParser;
}
}
Another issue is splitting this repo into two. Ideally the GLTF folder would be split off into its own repository. It would be responsible for the same things that glTF-CSharp-Loader is doing, but with optimized hand written JSON serialization/deserialization rather than automatically generated from the spec's JSON schema and serialized/deserialized using reflection which is considerably slower (See #10).
It would also have a name like glTF.NET
or glTF-CSharp
which could get confusing.
So to recap, the decisions we need to make are the following:
- GLTF Serialization/Deserialization project namespace (Ex. GLTF)
- Unity Import/Export project namespace (Ex. UnityGLTF)
- Should we split the repositories now or keep them in folders in this repo like they are in #50
- If we split the repositories, what should we name the Serialization/Deserialization project (Ex. glTF-CSharp)
- What is the future plan for merging with glTF-CSharp-Loader?
from unitygltf.
- What is the future plan for merging with glTF-CSharp-Loader?
same things that glTF-CSharp-Loader is doing, but with optimized hand written JSON serialization/deserialization
Is it possible to generate the optimized JSON serialization/deserialization code? If so, I'm thinking we can modify glTF-CSharp-Loader to generate this optimized code instead of relying on reflection.
- GLTF Serialization/Deserialization project namespace (Ex. GLTF)
Ideally, I think I would separate the serialization/deserialization from the classes that define the schema. I prefer a namespace with the word Schema on it (e.g. GLTF.Schema) for the schema. The glTF-CSharp-Loader uses glTFLoader.Schema. The serialization/deserialization code can use extension functions in a namespace with the word Serialization (e.g. GLTF.Serialization).
from unitygltf.
Some of our meeting notes from today (@robertlong, @stevenvergenz, @sbtron, @bghgary, and @MSblgross in attendance)
We decided on the following:
-
GLTF Serialization/Deserialization project namespace (Ex. GLTF)
GLTF
for the glTF serialization/deserialization/schema project andGLTF.Schema
for all the schema classes.
UnityGLTF
for the Unity glTF import/export project. -
Unity Import/Export project namespace (Ex. UnityGLTF)
We'll likely add this when we split the importer and exporter into classes. Still TBD. -
Should we split the repositories now or keep them in folders in this repo like they are in #50
-
If we split the repositories, what should we name the Serialization/Deserialization project (Ex. glTF-CSharp)
-
What is the future plan for merging with glTF-CSharp-Loader?
We're going to keep both projects in the same project for now and work on adding generation of optimized serialization/deserialization code to glTF-CSharp-Loader. Additionally we will move any helper classes to this project.
from unitygltf.
Related Issues (20)
- [One line of code fix] Unnecessary color space correction is applied when swapping from Unity's metallic-smoothness textures HOT 6
- Incorrect import result for quantized model by gltfpack HOT 5
- 'Texture2D' does not contain a definition for 'isDataSRGB' HOT 10
- Encounter object export errors when using package HOT 5
- Timeline for implementing KHR_interactivity? HOT 1
- Creating animation on runtime, from scratch HOT 10
- ShaderGraph dependency problem for OpenUPM install HOT 5
- how to get progress (while loading) runtime.? HOT 2
- Incorrect material texture offset value on KTX2-based compressed GLB import HOT 2
- KtxTexture AssertionException HOT 5
- Textures are loading twice in memory causing doubled CPU spike and memory usage HOT 15
- Shaders don't mark any exposed properties as "Main Color" HOT 2
- Default range for imported punctual lights is too high. HOT 2
- KHR_materials_anisotropy support HOT 1
- Freeze frame during runtime loading in Android HOT 6
- Fix Suggenstion for HDRP
- Only 4 bone weights per vertex exported/imported when Unity supports up to 256 HOT 2
- Mesh with tangents has validation errors and breaking compression HOT 7
- How to load glb as byte[] or MemoryStream
- i build and run my unity project and i found only pink object. if someone know please help me. HOT 7
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from unitygltf.