36 lines
1.6 KiB
Markdown
36 lines
1.6 KiB
Markdown
# Sample: Draco Decoding
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This sample decodes and displays a Draco™ mesh at runtime. Its scripts serve as a blueprint to create your own decoding logic.
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## Install the sample
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When you select *Draco for Unity* in the Package Manager, you'll be able to click on the *Samples* tab to see the list of samples. Find the *Draco Decoding* sample and click its *Import* button.
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Its content will get imported into the sample folder `Assets/Samples/Draco for Unity/<package version>/Draco Decoding`.
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## Run the sample
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Open the scene *DracoDecode* from the sample folder. You'll notice two GameObjects of interest, which have a component of identical name respectively on them:
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1. *DecodeDracoToMesh*
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2. *DecodeDracoToMeshData*
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Both reference `bunny.drc.bytes`, a [TextAsset](xref:UnityEngine.TextAsset) containing a Draco compressed variant of the Stanford bunny.
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If you enter Play Mode, both of those scripts will decode the asset and display it by assigning it to their [MeshFilter](xref:UnityEngine.MeshFilter)
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## Troubleshooting
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If you're not using the built-in render pipeline, the meshes render in solid pink to indicate a shader problem. Replace the material used on GameObjects *DecodeDracoToMesh* and *DecodeDracoToMeshData* with a valid material fit for your render pipeline and it should then render correctly.
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## Trademarks
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*Unity* is a registered trademark of [*Unity Technologies*][unity].
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*Draco™* is a trademark of [*Google LLC*][GoogleLLC].
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[GoogleLLC]: https://about.google/
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[unity]: https://unity.com
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