73 KiB
73 KiB
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[6.14.0] - 2025-09-12
Added
- Graphics Tests.
- EditorConfig for keeping a consistent code-style.
- IBufferView.ByteStride.
Changed
- (CI) Consolidated multiple redundant packaging and vetting/API validation jobs.
- Changed internal buffer representation to custom native collection
ReadOnlyBuffer<byte>(instead of NativeArray<byte>.ReadOnly) This enables sub-array slicing, has in-Editor safety checks and prepares for decommissioning misuse of NativeSlice. - Bumped Burst dependency version to 1.8.24, which is the recommended version in 2021 xLTS.
- KTX for Unity minimum required version was raised to 3.5.0.
- Draco for Unity minimum required version was raised to 5.2.0.
Fixed
- (Export) Spotlight's inner cone angle is exported correctly on HDRP now.
- (Test) Disabled URP compatibility mode in URP presets as it's obsolete and unsupported from Unity 6.3 onward.
- (Import) Spotlight's inner cone angle is imported correctly on HDRP now.
Removed
- (CI) SonarQube scan job.
Deprecated
- GLTFast.ManagedNativeArray. It will be removed from public API in a future release. For internal development it's been replaced by
ReadOnlyBufferManagedArray<T>. - GLTFast.Export.ManagedNativeArray. It will get sealed or removed from public API in a future release.
- IGltfReadable.GetAccessorData. Along with IGltfReadable.GetAccessor it is going to be removed and replaced with an improved way to access accessors' data in a future release.
Security
[6.13.1] - 2025-07-17
Added
- (Test) Menu items that make switching test setups and render pipelines more accessible.
- (Test) JSON parsing performance tests.
- (Tools) Scripts for resetting test materials and settings.
Changed
- Refactored
JsonParsingTests. - Ensured loggers are used in all tests and examples.
Fixed
- (Import) Prevented
NullReferenceExceptionon transmissive materials with no transmissive texture. - (Import) Potential
NullReferenceExceptionwhen clearcoat is applied without a texture. - Incorrect version define for the Unity Collections package. glTFast now properly uses older versions (1.4.0) as well.
Removed
- Playables option for runtime animation imports.
- (Documentation) Use case for custom Playables animation implementation.
[6.13.0] - 2025-06-10
Added
- (Documentation) Use case for custom Playables animation implementation.
Fixed
- Use XYZ-style normals in shaders even if DXT5nm-style is enabled.
- (Import) When a node has morph target weights, they are applied properly (instead of the primitive's weights; fixes #531).
- (Import) Specular-Glossiness materials with alpha mode
MASKare not blended anymore in URP/HDRP (fixes #757).
[6.12.1] - 2025-04-08
Fixed
- Incorrect using for Assert from NUnit.Framework to UnityEngine.Assertions
[6.12.0] - 2025-03-31
Added
- Playables option for runtime animation imports.
- Support for accessors without a buffer view when importing animation clips.
Fixed
- (Import)
InvalidOperationExceptionon multi-primitive meshes with vertex colors thrown by the native container safety system (fixes #30). - (Export) Sub-meshes that have a base vertex other than zero are exported with correct indices now.
- Reliability issues related to lack of certain async calls in GltfImport and GltfWriter.
[6.11.0] - 2025-03-13
Added
- GltfImport.Load overload that accept glTF data in form of NativeArray<byte>.ReadOnly.
- INativeDownload, which can be used to expand IDownload implementations to provide access to downloaded data directly without creating a copy in managed memory.
- Content-based glTF JSON vs. glTF-Binary detection (limited to Unity 2021 LTS or newer; resolves #193).
Changed
- (Performance) By default glTF and KTX data is not copied to managed memory implicitly when loading glTFs (true for Unity 2021 LTS or newer).
Deprecated
- GltfImport.LoadGltfBinary (in favor of the generic GltfImport.Load)
[6.10.3] - 2025-02-21
Fixed
- (Import) Morph targets on multi-primitive meshes (where primitives reference identical vertex buffers; fixes #755).
[6.10.2] - 2025-02-03
Added
- (Importer) Textures Readable checkbox in the imnporter inspector (Textures section).
- (Export) Error message when attempting to export with unsupported meshopt compression.
- (Tests) Runtime import performance tests.
- (Tests) Procedurally generated glTFs for testing purpose.
- (Tests) Editor export tests.
Changed
- (Tests) Reduced jobs performance test duration by lowering buffer sizes and switching to dynamic measurement counts.
- (Tests) Performance tests are not run, unless the
RUN_PERFORMANCE_TESTSscripting define is set.
Fixed
- Performance test compilation if Collections package >= 1.5.0 is not installed.
- Inconsistent profiler markers.
- (Export) Unity Editor not responding anymore after export glTF with non-readable meshes.
- (Export) Missing
inverseBindMatrices/bindPoseson skinned meshes when exporting with Draco compression. - (CI) Ensuring the development documentation and the
Toolscode is checked for code formatting as well. - Compilation for
ICodeLoggerimplementors by adding a default implementation forLog(works for Unity 2021 LTS and newer).
[6.10.1] - 2025-01-09
Added
- Test for
ConvertBoneWeightsUInt8ToFloatInterleavedJob - Test for
ConvertBoneWeightsUInt16ToFloatInterleavedJob - BoundsTests which certifies correct mesh bounds.
Changed
- Downgraded package dependencies to version bundled with Editor.
com.unity.collectionsto version1.2.4(from1.5.1)com.unity.mathematicsto version1.2.6(from1.3.1)
- When a position accessor lacks min/max properties, the corresponding error message is communicated via the
ICodeLoggerinstead of a plain console log.
Fixed
- Build error when used along with packages that depend on
com.unity.collectionsversions older than 1.5 (e.g. Polyspatial 1.x; fixes #730). - Invalid mesh bounds on meshes with one submesh (fixes #743).
[6.10.0] - 2024-12-16
Added
- Extended access to meshes.
IGltfReadable.GetSourceMeshreturns source (de-serialized glTF) mesh.GltfImportBase.Meshesto retrieve all imported meshes.GltfImportBase.GetMeshCountreturns the number of imported meshes per glTF mesh.GltfImportBase.GetMeshesto iterate the imported meshes of a single glTF mesh.GltfImportBase.GetMeshto access a single imported meshes.
- Test asset SubMesh.
- (CI) Automatically generated CI jobs (via Wrench/RecipeEngine; required for PackageWorks).
- (CI) Renovate action to auto-update dependencies in CI jobs.
- (CI) Renovate validation action.
JpgQualityoption inExportSettingsfor finer control of jpg image exports.- Project versions to test projects.
Changed
- Mesh primitives of equal vertex buffer layout will result in a single Unity mesh with multiple sub-meshes instead of multiple Unity meshes (fixes #153).
Deprecated
IGltfReadable.GetAccessor(replaced byIGltfReadable.GetAccessorData).GltfImportBase.GetMeshes(replaced byGltfImportBase.Meshes).
Fixed
- Preserve per-submesh bounding box.
GltfAssetproperly cleans up scene instance'sAnimationcomponent, which fixes repeated loading of animated glTFs.
[6.9.1] - 2024-11-15
Added
- (Test)
OpenGltfScenewith open glTF file dialog for convenient testing. - (Test) Tests for C# jobs that calculate or re-order indices.
- Third party notices.
GltfImportBase.Loggergrants access to the logger in use.GltfImportBase.DeferAgentgrants access to the defer agent in use.
Changed
- Convert one mesh's primitives of identical target vertex buffer structure into sub-meshes of one Unity mesh instead of splitting them up into multiple Unity meshes (fixes #153).
- Node name is assigned earlier during instantiation, enabling easier node identification by name (partially fixes #724).
- (Test) Updated test project dependencies.
- (CI) Migrated code coverage.
- Code refactoring
- Flattened
GltfImportBase.Prepareby extracting many large code blocks into dedicated methods. - Improved class/field naming. It's now less deceptive and more uniform.
- Using
NativeArraydirectly/only instead ofAccessorDataclasses/managed arrays. With this changeNativeArraysare used for index buffers as well which reduces the amount of managed memory allocated.
- Flattened
- Facilitated use of safer NativeCollections in C# jobs that calculate or re-order indices instead of
unsafe/ pointers.
Fixed
- Made sure that mesh primitives of different drawmode (topology) are not mixed up.
- Apply morph targets/blend shapes before uploading to GPU in
GLTFAST_KEEP_MESH_DATAmode.
[6.9.0] - 2024-10-30
Added
- Package coherence tests that make sure package versions match across exported generator string and documentation.
Changed
- Moved code examples that are referenced by the documentation into a different folder (
DocExamples). - Renamed code example assembly/namespace to
GLTFast.Documentation.Examplesfor consistency.
Fixed
- (Test) LoadTests on Android now succeed by using
UnityWebRequestto retrieve data from the compressed JAR file. - Loading glTFs from
StreamingAssetswith relative URIs containing Unicode characters on Android. UriHelper.GetBaseUri and UriHelper.GetUriString handle Androidjar:file://schema URIs with unicode characters correctly (fixes #667). - XML documentation fixes
- Removed unnecessary "type" property from
package.json. - Removed warning about obsolete
GraphicsDeviceType.OpenGLES2in Unity 2023.1 or newer. - (Export) Missing texture transform if texture on glTFast material was scaled vertically only.
- Improved reliability by adding null checks and imprecision-aware floating-point comparisons in various places.
- Using immutable fields only in hash code calculation for
ImageExportclasses. - Refactored
GetHashCodeimplementations referencing mutable fields to avoid potential unexpected behavior.TextureComparer.EqualsmadeGetHashCode/EqualsforTextureBaseobsolete, so they've been removed.MeshPrimitiveCompareris now used for clustering mesh primitives (instead ofGetHashCode/EqualsonMeshPrimitiveand sub-types).
- Set minimum required Unity version to 2020.3.48f1 in the documentation.
- (Export) Avoid potential loss of data by allocating output streams persistently.
- (Test) Render export test inconclusive if the result has not been validated.
- (Test) More explicit error message by throwing innermost exception while preserving the stack trace during async tests.
- (Documentation) Various clarifications, improvements and fixes, based on user feedback.
Removed
- Outdated and unused code coverage badge.
[6.8.0] - 2024-09-05
Added
- (Import) Setting to create textures readable. This allows users to access resulting textures from their scripts.
- (Export) Non-readable meshes can be exported as well now.
- (Export) Added support for exporting meshes with vertex compression enabled (effectively converting 16-bit float positions/normals/tangents/texture coordinates to 32-bit floats).
- (Export) Skinned meshes export support (thanks Hugo Pereira for #512).
- (Export) Buffer view targets are set properly now.
- (Import) Support for mesh primitive modes
TRIANGLE_STRIPandTRIANGLE_FAN(thanks Hexer611 for #22)
Fixed
- (Export) Writing to files on the web via IndexedDB now works (fixes #625)
- (Export) test results are validated again.
- (Export) Removed expendable JSON content when exporting unlit materials without color or texture applied.
- Primitve mode LINE_LOOP works as expected (thanks Hexer611 for #22).
- (Test) Fail export test if glTF JSON contains unexpected or misses expected properties.
- Increased resilience against invalid animation data.
- Broken link in
CONTRIBUTING.md(thanks Hexer611 for #22). - Loading glTFs with unknown texture extensions (e.g. WebP,
EXT_texture_webp) now works (fixes #705).
[6.7.1] - 2024-08-07
Added
- Test for correct handling of Android JAR URIs.
Fixed
- (Export) Cases of corrupt glTFs when not all vertex attributes of a mesh were exported.
- Alpha blending via baseColorTexture's alpha value is now in correct color space, less opaque and as a result consistent with other glTF viewers (affected URP and built-in render pipeline projects in linear color space; fixes #700).
[6.7.0] - 2024-06-25
Added
- (Import) Support for materials variants extension.
- Serialization support for material extensions IOR, Sheen and Specular.
- (Import) Ability to load a glTF from a generic
Stream(GltfImport.LoadStream; thanks sandr01d for #10).
Changed
- (Import) Prefabs imported from glTF assets (at design-time) don't have the glTF logo icon assigned to them anymore. This makes it more consistent with other file types (like FBX; fixes #557).
Deprecated
MetaMaterialExport. Always useMaterialExport.GetDefaultMaterialExportto get the correct material export.
Fixed
- (Export) glTFast shader based materials and textures are exported correctly when using the default render pipeline.
- Added missing entries to the API documentation.
- (Export) Base colors are now in correct, linear color space.
- Alpha mode blend now works as expected in HDRP 11 and newer as well (fixes #699).
- (Export) Fixed mesh min/max when using Draco compression.
[6.6.0] - 2024-05-29
Added
- Serialization/de-serialization (only) support for the KHR_materials_variants extension.
Fixed
- Compatible with Entities 1.2.0.
- Black materials when using low standard shader quality with the built-in render pipeline (thanks Victor Beaupuy for #595).
- (UI) Quantity of report items is not shown in importer inspector anymore. Report items cannot be removed anymore (thanks krisrok for #428).
[6.5.0] - 2024-05-15
Added
- (Export) Support for exporting glTFast shader based materials. This reduces data loss on import-export round trips considerably.
- (Export) Support for setting a custom scene origin via transform matrix.
- Dependency on Unity Collections package.
- Added Apple Privacy Manifest documentation.
- Export sample code.
- XML documentation comments.
float4x4.Decomposeoverload that outputs rotation as typequaternion.
Changed
- Faster buffer conversion jobs due to batching via
IJobParallelForBatch. - (Export) Material exporter implementation is chosen based on used shader by default.
- (Export) Vertex attributes are discarded if they are not used/referenced.
- (Export) Root level nodes' positions are based on their GameObject's world positions (and not their local position anymore).
Fixed
- (Export) Discrepancy in color due to export of unused vertex colors.
- Incorrect copyright text in some SPDX headers.
Deprecated
float4x4.Decomposeoverload that outputs rotation as typefloat4(quaternion values).
Removed
- Soft dependency on deprecated Unity Jobs package.
- Legacy code for Unity versions older than the minimum required 2020 LTS.
[6.4.0] - 2024-04-17
Added
- Tests for all
GltfImport.Loadoverloads. - Tests for all import Burst jobs.
ICodeLogger.Logfor dynamic LogType usage.
Changed
- Emission sub graph uses shader define
SHADEROPTIONS_PRE_EXPOSITIONfor HDRP usage detection (replacing a custom function node that checked forUNITY_HEADER_HD_INCLUDED). - BaseColor sub graph uses built-in shader define
UNITY_COLORSPACE_GAMMAfor project color space detection (replacing a custom function node).
Fixed
- Shader sub graphs BaseColor and Emission are now compatible with PolySpatial visionOS.
- On Apple visionOS, textures are always created readable, so that PolySpatial visionOS is able to convert them.
- Draco compressed tangents import tangents correctly now.
- Removed invalid attempt to calculate normals or tangents on point or line meshes.
- Consistent log message when a glTF extension cannot be supported due to a missing Unity package depenency (e.g. KTX for Unity).
- All missing extensions are logged (not just the first one).
- There's now a single message per missing package.
- Depending on whether that extension is required the message's type is warning or error.
- Added explicit message when meshoptimizer decompression for Unity is missing.
[6.3.0] - 2024-03-27
Added
- Runtime import tests.
- Runtime export tests.
- (Export) Added development-time checks for valid JSON string literals.
- Added Apple Privacy Manifest file to
/Pluginsdirectory.
Changed
- Refactored test scripts folder layout.
- (Export) Normal maps are exported in PNG format by default.
- (Export) HDRP area lights are still exported as spot-lights, but their intensity is taken from
Light.intensity(still incorrect, but more consistent). - Switched from asset-path-based to GUID-based shader loading (in the Editor 2021 and newer) in order to allow for a flexible folder layout without risking breaks/regressions should the layout change in the future.
- Avoid expensive UnityEngine.Object null check when accessing cached default shaders.
Fixed
- Exception when required glTF shader is not included.
- Compiler errors when safe mode (
GLTFAST_SAFEscripting define) is enabled. - Compiler error with High Definition Render Pipeline version 17 (2023.3)
- Removed usage of obsolete APIs in High Definition Render Pipeline version 17 (2023.3)
- (Export) Area light's range value is exported accurately (as shown in the inspector).
- Various occasions of
NullReferenceExceptionwhen no logger is used/provided. - Proper error handling when trying to load unsupported sparse texture coordinates.
- Ensure that special chars in string values don't lead to invalid JSON.
- Using invariant culture
ToLower/ToUppervariants on all non-language-specific data. - Added missing
GetHashCodeimplementation (removes compiler warning). - Compiler errors and warnings on newer HDRP versions (16.x/17.x)
- URP clearcoat shader loading at runtime.
- HDRP stack-lit shader loading at runtime.
[6.2.0] - 2024-01-29
Added
- Deprecated soft-dependency packages are detected and a warning with upgrade instructions is shown in the console.
Changed
- Support for Draco 3D Data Compression is now provided by Draco for Unity (com.unity.cloud.draco), which is a fork of and replaces DracoUnity (com.atteneder.draco).
Fixed
- Compiler error when Newtonsoft JSON package was not installed.
- All Draco vertex attributes are assigned by identifier instead of type. As a result, tangents are now decoded properly instead of recalculated.
- Compilation error when scripting define
GLTFAST_BUILTIN_SHADER_GRAPHis set. GltfImport.IsTextureYFlippedreturns correct result for non-KTX textures.
[6.1.0] - 2024-01-17
Added
- (Documentation) Explanation and user case for the add-on API
GltfImport.IsTextureYFlippedto support non-default texture orientations
Changed
- Documentation improvements
- Auto-formatted all markdown, USS, UXML and shader code
- CI maintenance
Fixed
- Updated references to KTX for Unity
[6.0.1] - 2023-10-11
Fixed
- Compilation error when Animation module is disabled and Newtonsoft JSON package installed.
- Compilation on Unity 2020 LTS
[6.0.0] - 2023-10-04
Added
- Custom Add-On API (
GLTFast.Addonsnamespace) - Support for alternative JSON parsing via Newtonsoft JSON
Accessor.ElementByteSize: Byte size of one element of that accessorAccessor.ByteSize: Overall byte sizeIGltfReadable.GetAccessor: Generic byte-array view into an accessorGameObjectInstantiatorevents that allow further instantiation customizationsNodeCreatedMeshAddedEndSceneCompleted
- Value array JSON parsing tests
- String/enum conversions tests
- (Import) Clearcoat material support in HDRP and URP (via KHR_materials_clearcoat extension)
- (Export) Clearcoat material export support for HDRP Lit shader
Changed
- Bumped minimum Unity version to 2020.3.48f1
- Renamed
GltfAnimationtoAnimationfor consistent naming. - Bumped Burst dependency version to 1.8.4
- Bumped Mathematics dependency version to 1.3.1
Fixed
- Added Obsolete attribute to public schema class fields that are for serialization only and should not get modified directly.
- More robust parsing of (invalid) enum values
[5.2.0] - 2023-09-14
Added
- Runtime tests
- (Export) Setting for deterministic export (limits concurrency to ensure consistent output)
- (DOTS) Support for Entities 1.0
Changed
- Optimized
Accessor.GetAccessorAttributeType - Optimized
GltfEntityAsset.ClearScenesvia Burst - Bump minimum Unity version from 2019.4.7f1 to 2019.4.40f1
Fixed
- Compiler errors and warnings on Unity 2023.2 (and newer) due to using obsolete types.
[5.1.0] - 2023-05-25
Added
- (Export) Support for Draco mesh compressed exports
Changed
- Added proper root namespace to all assembly definitions
- License and copyright notices
- (Export) Increased performance due to concurrent buffer conversions
- Support for KTX (Khronos Texture) is now provided by KTX for Unity (com.unity.cloud.ktx), which is a fork of and replaces KtxUnity (com.atteneder.ktx).
[5.0.4] - 2023-03-30
Fixed
- Texture transform offset is calculated correctly now
[5.0.3] - 2023-03-29
Fixed
- Update licensing (internal only)
[5.0.2] - 2023-03-03
Fixed
- Define constraints for KTX package (internal only)
[5.0.1] - 2023-03-02
Changed
- (Export) Texture coordinates are now flipped vertically, similar to how it's performed at import. This ensures round-trip consistency (#342).
Fixed
- (Export) Invalid blend indices or blend weights are not exported anymore (as skinning is not supported yet; #556)
- Compiler error when using .NET Framework on 2021.3 and newer (#550)
GltfBoundsAsset's instantiation settings are applied nowGltfBoundsAsset'sBoxCollideris positioned correctly, even if GameObject is not at scene origin (#565)
[5.0.0] - 2022-12-09
This release contains multiple breaking changes. Please read the upgrade guide for details.
Added
settingsparameter toGameObjectBoundsInstantiator's constructor- (Import) Support for lights via KHR_lights_punctual extension (#17)
- (Import) Exclude/include certain features (e.g. camera, animation, lights) via
InstantiationSettings.Mask(of typeComponentType) - DOTS instantiation settings support
- (Import) Additional load methods in
GltfImport(#409)Loadoverride to load from abyte[]LoadFileto load from local filesLoadGltfJsonto load a glTF JSON from string
- (Import)
SceneObjectCreationinstantiation setting. It controls whether/when a GameObject/Entity should be created for the scene. Options:Always,Never,WhenSingleRootNode. (#320) - (Import) Design-time import inspector now offers many more settings (feature parity with run-time settings)
- Extended access to
IGltfReadableGetSourceRootGetSourceNodeGetBindPoses
GltfAssetcomponent got new properties for code-less setup- Import Settings
- Instantiation Settings
- Warning when trying to load the main scene if it is not defined (Editor and development builds only; #450)
- (Export) Support for camera export
- (Export) Support for lights export
- glTF icon assigned to imported glTF assets,
GltfAsset*components and and various setting classes - (Import) Support for up to 8 UV sets (note: glTF shaders still support only two sets; part of #206)
IMaterialGeneratorwas extended with support for points topology- (Export)
GameObjectExportSettings.DisabledComponentsto explicitly enable export of disabled components (e.g.MeshRenderer,Camera, orLight) - (Export)
ExportSettings.ComponentMaskto include or exclude components from export based on type - (Export)
GameObjectExportSettings.LayerMaskto include or exclude GameObjects from export based on their layer - (Import) Async instantiation methods. This helps to ensure a stable frame rate when loading bigger glTF scenes (#205)
GltfGlobalsis public nowGameObjectInstantiator.SceneTransformis public now
Changed
- The API was changed considerably to conform closer to Unity's coding standard and the Microsoft's Framework Design Guidelines. Some notable items:
- PascalCase on properties
- Removed direct access to fields
- More consistent naming of assemblies, namespaces, classes, constants, static members, etc.
- Removed majority of Rider code analysis warnings and suggestions
- Converted a lot of unintentionally public classes, types and properties to internal ones
- Replaced
CollectingLogger.itemwith.Countand.Itemsiterator - Moved logging related code into
GLTFast.Loggingnamespace - Renamed
Schema.RootChildtoSchema.NamedObjectand made it abstract - Converted
GameObjectInstantiator.SettingstoInstantiationSettings - Removed
RenderPipelineUtils.DetectRenderPipelinein favor ofRenderPipelineUtils.RenderPipeline - Additional methods/properties (e.g. from class
GameObjectInstantiator) are virtual, so they can be overridden GltfImportimplementsIDisposablenow (#194)- Support for PNG/Jpeg textures (via built-in packages Unity Web Request Texture and Image Conversion) is now optional (#321)
- Root entity created by
GltfEntityAssetwill inherit its GameObject's name, position, rotation and scale (at instantiation time) - Removed
GltfImport.GetAccessorfrom public API (to be replace by a better API; see #426 for details) - Converted
emissiveFactorshader property from low to high dynamic range (HDR) and removed the now obsoleteemissiveIntensityshader property (float) - Shader keyword
_UV_ROTATIONwas replaced by_TEXTURE_TRANSFORM, which now controls tiling, offset and rotation all together - Animation is not played by default anymore (check the upgrade guide on how to restore this behavior; #339)
- (Import) Deprecated existing, sync instantiation methods in favor of new async ones
- KTX textures load much smoother thanks to bumping KtxUnity to 1.3.0 or 2.2.1
- Sped up loading of external KTX textures by avoid making a redundant memory copy.
IDownloaddoes not derive fromIEnumeratoranymore- (Import) Successfully tested mesh primitive draw mode
linesand removed error message about it being untested - (Export) Disabled components (e.g.
MeshRenderer,Camera, orLight) are not exported by default (see also: newGameObjectExportSettings.DisabledComponentssetting to get old behavior) - (Export) GameObjects with tag
EditorOnly(including children) don't get exported (similar to building a scene) - Added optional
CancellationTokenparameter to async import/export methods. This is preparation work for proper cancellation. Does not work as expected just yet. - Refactored Assembly Definitions
glTFastSchemawas merged intoglTFastand thus removedglTFastEditorwas renamed toglTFast.EditorglTFastEditorTestswas renamed toglTFast.Editor.Tests
GltfAsset.FullUrlis public now (convenient for some tests)IInstantiatorchangesIInstantiator.BeginScenesignature dropped third parameterAnimationClip[] animationClipsthat was depending on built-in Animation module to be enabled.IInstantiator.AddAnimationwas added. Only available when built-in Animation module is enabled.
- Converted properties that were hiding conversion logic or caching into methods
Accessor:typeEnumtoGetAttributeType/SetAttributeTypeBufferView:modeEnumtoGetModeBufferView:filterEnumtoGetFilterAnimationChannelTarget:pathEnumtoGetPathAnimationSampler:interpolationEnumtoGetInterpolationTypeCamera:typeEnumtoGetCameraType/SetCameraTypeLightPunctual:typeEnumtoGetLightType/SetLightTypeMaterial:alphaModeEnumtoGetAlphaMode/SetAlphaMode
- Moved some nested classes into dedicated files and up the namespace hierarchy
GameObjectInstantiator.SceneInstanceis nowGameObjectSceneInstanceImportSettings.NameImportMethodis nowNameImportMethodInstantiationSettings.SceneObjectCreationis nowSceneObjectCreation
HttpHeader's properties are readonly now. A constructor was added as compensation.
Removed
- Obsolete code
GltfImport.Destroy(was renamed toGltfImport.Dispose)GLTFast.GltFast(was renamed toGltfImport)GltfImport.InstantiateGltf(was replaced byInstantiateMainSceneandInstantiateScene)- Remains of Basis Universal extension draft state
Schema.Image.extensionsSchema.Image.ImageExtensionSchema.Image.ImageKtx2
Fixed
- Shader graphs' BaseColor, BaseColorTexture and vertex color calculations are now in correct color space
- Export MeshRenderer where number of materials does not match number of sub-meshes (thanks Dan Dando for #428)
- Shaders and shader graphs now have a proper main color and main texture assigned (except legacy shader graphs where this is not supported)
- No more redundant default (fallback) materials are being generated
- (JSON parsing) Potential NPDR when just one of many node extensions is present (#464)
- (Import) Draco meshes are correctly named (#527)
- (Import) Gracefully fallback to loading textures from byte arrays if UnityWebRequestTexture module is not enabled and trigger a warning.
- (Import)
GltfBoundsAsset.Loadproperly passes on the logger now. - (Import) Exception upon loading a file that uses the
KHR_animation_pointerextension.
[4.9.1] - 2022-11-28
Changed
- (Import) An
Animatorcomponent is added to the scene root GameObject when Mecanim is used as animation method (thanks @hybridherbst for #519). This is convenient at design-time and a preparation for Playable API support. - (Import) Frame rate improvement when using Draco compression (thanks @hybridherbst for #520).
[4.9.0] - 2022-11-11
Added
- (Export) HDRP metallic/roughness texture assignment can be omitted by setting the corresponding smoothness remap range min equal to max and metallic factor to 0. Useful for only exporting the ambient occlusion channel of a mask map.
- (Export) HDRP occlusion texture assignment can be omitted by setting the corresponding AO remap minimum to 1.0. Useful for only exporting the metallic/smoothness channels of a mask map.
Changed
- (Export) Reduced memory footprint when exporting textures
- (Export) Faster temporary texture construction in Unity 2022 and newer
- (Import) Faster texture creation in Unity 2022 and newer
- (Import) Default (fallback) material now gets named
glTF-Default-Materialinstead of shader's name, which is deterministic across render pipelines - (Export) Don't use HDRP Lit MaskMap metallic/smoothness channels if they are not used (i.e. metallicFactor is zero and smoothness remap range is zero)
- (Export) HDRP Lit base color map is exported as Jpeg, if alpha channel is not used (similar to other render pipelines)
IDownloadnow has to implementIDisposableas well which ensures resources are disposed correctly.
Fixed
- (Export) No empty filename for textures with no valid name (e.g.
.jpg;#458) - (Export) Memory leak: Temporary textures are properly destroyed (happened on non-readable or ORM textures; fixes #502)
- (Import) Don't duplicate texture assets (textures referenced by relative URI; #508)
- (Shader) Built-in pbrMetallicRougness shader's metallicFactor property defaults to 1.0, according to the glTF spec
- (Export) HDRP Lit shader's normal scale is exported correctly now
- (Export) HDRP Lit shader's double sided property is exported correctly now
- (Export) HDRP Lit shader's smoothness remap property is exported correctly now
- (Export) HDRP Lit shader's occlusion texture has correct transform now (was vertically inverted before)
- (Export) HDRP Unlit color is exported correctly
- (Import) Unity 2020+ crash in Editor and builds due to undisposed
DownloadHandlers - (Export) Case of duplicate meshes (even with identical primitives/attributes/indices/materials) when using .NET Standard in your project
[4.8.5] - 2022-08-30
Fixed
- (Export) Meshes with point topology are exported correctly now (#434)
- Incorrect texture transform calculation when using rotation (#413)
[4.8.4] - 2022-08-26
Changed
- (Import) Double-sided GI is enabled on all materials for Editor imports (#452)
Fixed
- Diffuse texture transform on specular glossiness materials (#454)
- Corrected pointer math in accessor conversions
- Int16 texture coordinates
- Normalized Int16 texture coordinates (#439)
- Normalized Int16 tangents
[4.8.3] - 2022-06-04
Fixed
- Loading glTFs with nothing but accessors/bufferViews/buffers (#422)
- Loading glTFs with invalid embed buffers (#422)
- Corrected unsigned short joint weights import (#419)
[4.8.2] - 2022-06-15
Changed
- Load textures/images, even when not referenced by material (#418)
Fixed
- glTFs without nodes (#417)
[4.8.1] - 2022-06-10
Changed
- Bumped Burst dependency version to 1.6.6
Fixed
- UWP build (#400)
- Shader compile errors in 2021.2 and later due to incorrectly named property in shader graph
glTF-pbrSpecularGlossiness-Opaque-double
[4.8.0] - 2022-05-30
Added
- A target layer can be defined for instantiated GameObjects via
GameObjectInstantiator.Settings.layer(thanks Krzysztof Lesiak for #393) - Re-normalize bone weights (always for design-time import and opt-in at runtime via
GLTFAST_SAFEscripting define) GltfAssetBase.Disposefor releasing resources
Changed
- Mecanim (non-legacy) is now the default for importing animation clips at design-time (thanks @hybridherbst for #388)
- Mipmaps are generated by default now when importing at design-time (thanks @hybridherbst for #388)
- All four bone weights are imported at design-time, regardless of quality setting
- SkinnedMeshRenderer's rootBone property is now set to the lowest common ancestor node of all joints. This enables future culling optimization (see #301)
Fixed
- Fail more gracefully when parsing invalid JSON
- Proper error handling on glTF-binary files with invalid chunks (unknown type or invalid length; #389)
- Properly handle skins without inverse bind matrices
- Avoid loading Jpeg/PNG textures twice when they are sampled linearly or mipmaps are generated
[4.7.0] - 2022-04-25
Added
RenderPipelineUtilsto detect current render pipeline- Option to make glTFast an alternative
.glb/.gltfimporter (not default anymore; via scripting defineGLTFAST_FORCE_DEFAULT_IMPORTER_OFF). Useful in projects where you have another default importer for glTF (thanks @hybridherbst for #367) - Prefabs
glTF-StableFramerateandglTF-FastestLoadingfor easy, no-code setup of global runtime loading behavior (viaIDeferAgent) GltfImport.SetDefaultDeferAgentandGltfImport.UnsetDefaultDeferAgentfor setup of global runtime loading behavior (viaIDeferAgent)TimeBudgetPerFrameDeferAgentcomponent now has aframeBudgetproperty with a nice slider in the inspectorUninterruptedDefaultDeferAgent, a Monobehavior wrappingUninterruptedDeferAgent
Changed
- (DOTS) Update to Entities 0.50
- (DOTS) Removed unused
GltfComponent - Bumped Mathematics and Burst package dependency versions to current 2019 LTS verified versions
- Renamed
UniveralRPMaterialGeneratortoUniversalRPMaterialGenerator(typo)
Fixed
- Using correct file API for reading bytes in
EditorDownloadProvider(thanks @hybridherbst for #360) - GUID conflict with UnityGLTF
- (Export) Correct float serialization on systems with non-English culture configuration (relates to #335)
- Documentation link in error message about missing shaders (#368)
- Slow loading after scene loading due to reference to destroyed default
IDeferAgent(#165) - (Import) Better error handling when textures are missing
- (Export) Remember destination path when exporting individual GameObjects from menu
- (Export) Vertical texture transform offset is correct now
- Improved relative file path handling on platforms with non-forward slash directory separator (Windows)
- (Import) Draco compressed meshes' submeshes now have bounds set from the accessor's min/max values (just like regular/uncompressed meshes; #384)
- (Export) De-duplication by properly re-using glTF
meshif accessors and materials are identical (#364) - (Export) Removed error messages about non-matching Profiler calls (#357)
- (Export) Re-encoded (blitted) textures are in correct sRGB color space, even when the project is in linear color space (#353)
- (Export) Removed incorrect color space conversion on normal maps (#346)
- For projects using the built-in render pipeline in gamma color space, vertex colors are now applied in the correct color space
[4.6.0] - 2022-02-23
Added
- (Export) Runtime glTF export to files
- (Export) Export for Unity versions older than 2020.2
- (Export) Save to
System.IO.Stream - (Export) Occlusion map support
- (Export) Metallic-gloss map support (converted to roughness-metallic)
- (Export) Combine multiple maps to single occlusion-roughness-metallic map
- (Export) Emission support
- (Export) Correct texture filter and wrap modes by creating glTF
sampler - (Export) Support for injecting custom material conversion via
IMaterialExport - (Documentation) XML documentation comments on many types
- (Documentation) Initial setup for DocFX generator
Changed
- glTF export menu entries moved from
File -> ExporttoFile -> Export Sceneto export the active sceneAssets -> Export glTFfor assets (may also be accessed from project view context menu)GameObject -> Export glTFfor GameObjects (may also be accessed from hierarchy view context menu)
- (Documentation) Split up monolithic docs into multiple markdown files
- (Documentation) Changelog links to code are now
xref(for DocFX)
Removed
- Converted a lot of unintentionally public classes, types and properties to internal ones
StopWatch, a class used for measuring load times in tests, was moved to a dedicated test repository
Fixed
- Point meshes are rendered consistently on more platforms (iOS, Vulkan) due to explicitly setting
PSIZE(thanks Kim Wonkee for #309) - Removed Editor markup resources from builds
- Misformatted XML documentation comments
- Correct render pipeline detection in case of quality settings override
- (Documentation) Many minor fixes like XML doc linter errors/warnings
- (Export) Removed redundant texture entries in glTF schema
- (Export) Properly closing buffer file stream
- (Export) Conflict of textures with identical names
- (Export) Exporting assets/prefabs from project view created empty glTFs
- (Export) Correct float array serialization on systems with non-english culture configuration (#335)
- Textures are not duplicated anymore if they use different samplers resulting in equal Unity settings (saves memory on corner-case glTFs)
- (Export) Various material fixes and improvements
- (Import) First-time imports work now, because it is ensured that the shaders are loaded correctly (#315)
- (Import) HDRP >= 10.0: Alpha blended materials are not invisible anymore
- (Import) URP >= 12.0: Alpha masked materials are correctly alpha tested now
- (Import) URP >= 12.0: Alpha blended
pbrMetallicRoughnessmaterials are correctly blended now - (Import) Improved error logs in Editor imports
- 2019 HDRP compiler errors
- Correct bounds calculation of meshes with normalized position accessors (applies for most quantized meshes; #323)
- Removed precautious error message (#281)
[4.5.0] - 2022-01-24
Added
- Generic shader graphs (to reduce the amount of shader graphs to maintain and reduce shader variants)
glTF-pbrMetallicRoughnessglTF-pbrSpecularGlossinessglTF-unlit
Changed
- The new, generic shader graphs are used for
- Universal render pipe 12 or newer
- High-Definition render pipe 10 or newer
- Optional/Experimental for the Built-In render pipe (see Shader Graphs and the Built-In Render Pipeline in the documentation for details)
Fixed
- Correct emission in HDRP 12 and later
- (Shader Graph) Vertex color alpha channel is used properly
- (Shader Graph) Correct vertex colors when project uses linear color space
- (Shader Graph) Emission is now in correct color space
[4.4.11] - 2022-01-24
Changed
SkinnedMeshRenderercreated by theGameObjectInstantiatorwill haveupdateWhenOffscreenset to true to avoid culling issues (at a performance cost; #301)- (Editor Import): Imported Mecanim AnimationClips now have Loop Time set to true (fixes #291)
Fixed
- Improved skin deformation on unordered-joints-glTFs in projects with
Skin Weights(quality setting) below 4 (#294) - Textures are not duplicated anymore if they reference different samplers with equal settings (yields huge memory savings, depending on some glTFs; thanks Vadim Andriyanov for #304)
[4.4.10] - 2022-01-14
Changed
- Improved frame rate when loading glTFs with many morph targets (thanks Eric Beets for #287)
GameObjectInstantiator.SetNodeNamecan be overridden now (thanks STUDIO NYX for #297)
Fixed
- Matrix decompose error (thanks weichx)
- Flickering animation on invalid glTFs from Sketchfab (#298)
[4.4.9] - 2021-12-20
Fixed
- (URP/HDRP) Materials with
alphaModeMASKare alpha tested (and not blended as well) as specified in the specification (thanks rt-nikowiss for #296)
[4.4.8] - 2021-12-06
Fixed
- Morph target animation curves have correct first keyframe value now (thanks Eric Beets for #277)
- (URH/HDRP) UV transform and UV channel on blended materials
- Error when using transmission approximation without a logger provided
ConsoleLoggernon-LogCodemessages have the correct log level now- Correct blending on URP 12 / HDRP 10 alpha blended materials
[4.4.7] - 2021-11-12
Changed
- (HDRP): Configuring materials via settings and shader keywords instead of using duplicated shader graphs. This reduces the total shader variant count.
Fixed
- Correct blend mode for transmission in URP
- Correct transparency on HDRP >= 10.x (Unity 2020.3 and newer)
- (URP/HDRP) Using the second UV set on double-sided materials
- (URP/HDRP) Corrected baseColorTexture UV transform on double-sided materials
[4.4.6] - 2021-11-10
Added
- Added warning when more than two UV sets are supposed to be imported (not supported yet)
Changed
- Major performance improvement when loading glTFs with many KTX textures
Fixed
- Correct import of interleaved float RGBA vertex colors (thanks @mikejurka for #266)
- Corrected potential pitfall by incorrect UV import job handling (thanks @mikejurka for reporting)
- (Export) Exception due to incorrect property ID usage
- JSON parse tests
- Added missing Job variant for users of the Jobs package
GltfBoundsAssetnow has correctsceneInstanceandcurrentSceneIdproperties- Documentation: Fixed and improved export via script section (#270)
- Removed precautious error message after testing real world example (#268)
[4.4.5] - 2021-11-01
Fixed
- Error when animation package is not enabled (#267)
[4.4.4] - 2021-10-28
Fixed
- Build compiler error about missing variable (#265)
[4.4.3] - 2021-10-27
Fixed
- Release build only compiler errors
[4.4.2] - 2021-10-27
Fixed
- Offset of accessor into buffer was incorrect for some scalar accessors (#262)
[4.4.1] - 2021-10-27
Fixed
- .NET 4.6 compiler issue (#261)
[4.4.0] - 2021-10-27
Added
- Experimental glTF Editor Export (under main menu
File > Exportand via APIGLTFast.Export.GameObjectExport; #249) - Support for meshopt compressed glTFs (EXT_meshopt_compression; #106)
- Generate Lightmap UVs option in the glTF import inspector lets you create a secondary texture coordinate set (similar to the Model Import Settings from other formats; #238)
- Generic
ICodeLoggermethods that don't require aLogCode
Changed
- Raised required Unity version to 2019.4.7f1 (fixes Burst 1.4 compiler issue #252). If you're on 2019.x, make sure to update to the latest LTS release!
- Less GC due to
CollectingLoggercreating the item list on demand
[4.3.4] - 2021-10-26
Added
- Option to turn off Editor import by adding
GLTFAST_EDITOR_IMPORT_OFFto the project's Scripting Define Symbols in the Player Settings (#256)
Fixed
- Import of glTFs with no meshes (#257)
[4.3.3] - 2021-10-15
Fixed
- Corrected mesh bounds (calculated from accessor's min/max)
- No errors when importing empty scenes
- Removed redundant code
[4.3.2] - 2021-10-13
Added
- Completed quantization by supporting UInt8/UInt16 skin bone weights
Changes
- If
skin.skeletonis properly set,SkinnedMeshRendererRoot's root bone property will be assigned accordingly - Major animation loading performance improvements by inlining and optimizing hot for-loops
Fixed
- Animation sampler properly defaults to
LINEARinterpolation in case it is not specified - Correct
LINEARanimation interpolation due to fixing tangent calculation - Correct
LINEARanimation interpolation on (quaternion) rotations by ensuring shortest path (#250, #251) - Unlit built-in render pipeline materials have correct texture transform again
- Correct quantized morph target shading by fixing (not normalizing) delta normals and delta tangents
[4.3.1] - 2021-09-14
Changed
- Point clouds (POINTS primitive mode) are approved now - removed error log
Fixed
- Avoid Burst compiler issue on Windows by using
UnsafeUtility.MemCpyoverSystem.Buffer.MemoryCopy(#245)
[4.3.0] - 2021-09-10
Added
- Multiple texture related import settings (thanks @aurorahcx for #215)
generateMipMaps(default is false)defaultMinFilterMode(minification; default is linear)defaultMagFilterMode(magnification; default is linear)anisotropicFilterLevel(default is 1)
- Unit tests for all vertex/index buffer conversion jobs
Changed
- Performance improvement due to enabling Burst compiler on all vertex/index buffer conversion jobs
defaultMinFilterModewas changed toLinear(fromNearestMipmapLinear). This way textures will fall back to bilinear filtering (FilterMode.Bilinear) when it was not specified explicitly.GameObjectspecifics were moved fromGltfAssetBaseintoGltfAssetin preparation for ECS- Exposing glTFast assembly internals to glTF-test-framework
Fixed
- Memory corruption when using unsigned byte positions or signed short UVs
- Set
_METALLICGLOSSMAPand_OCCLUSIONkeywords in material editor on texture import (thanks @hybridherbst for #237) - Missing name on some textures
- Incorrect rotations from signed byte quaternions
- Incorrect UVs when using unsigned byte or signed/unsigned short texture coordinates
- Incorrect values converting signed byte encoded tangents
- Correct specular-glossiness materials in spite of (correct or incorrect) presence of metallic-roughness properties (fixes #241)
[4.2.1] - 2021-08-26
Changed
- Added Burst as dependency
Fixed
- Improved handling corrupted glTF files (thanks @zharry for #230)
- Loading Ready Player Me avatars with unsupported node extension (
MOZ_hubs_components) - Loading glTF-binary files that have no buffers or an empty binary chunk (#227)
- Crash and incorrect mesh clustering caused in
MeshPrimitive.Equals(#224) - Compiler error when Burst is not installed (#222)
[4.2.0] - 2021-07-16
Added
- Support for morph targets / blend shapes (#8)
- Support for animated morph targets / blend shapes
- Support for sparse accessors (morph targets and vertex positions only for now)
- Safe build option for more robust loading (
GLTFAST_SAFEscripting define) - Burst as dependency
Changed
- Minor primitive GameObject name change.
GltfImportis now fully responsible forGameObjectnames in order to ensure consistency between animation paths and model hierarchy. - glTF importer inspector
- Removed "Node Name Method" option from glTF importer inspector. It still an option at run-time, but is always
OriginalUniqueat design-time imports. Animationsetting is disabled if built-in package animation is disabled
- Removed "Node Name Method" option from glTF importer inspector. It still an option at run-time, but is always
- For better clarity, changed type of
SamplerpropertiesminFilter,magFilter,wrapSandwrapTfrom into to enum types and added tests - Optional dependencies
- KtxUnity: raised required version to 1.1.0
- DracoUnity: raised required version to 3.1.0
Fixed
- Works again with built-in package animation disabled (thanks @Bersaelor for #204)
- Resolve dot segments ("." and "..") in URIs according to RFC 3986, section 5.2.4 (fixes #213)
- Corrected vertex attribute order when loading meshes with both texture coordinates and vertex colors
- Added some sanity checks
[4.1.0] - 2021-07-06
Added
- Import setting to create non-legacy animation clips (thanks @hybridherbst for #196)
- Support for two texture coordinate sets in materials (URP, HDRP and Built-in; fixes #34)
- Support for individual texture transform per texture type (URP, HDRP and Built-in)
- Support for occlusion maps on specular-glossiness materials (extension KHR_materials_pbrSpecularGlossiness)
Fixed
- Editor import: Separate textures are only referenced in AssetDatabase (not re-added)
- Warnings due to conflicting script file names
Animation.csandCamera.cs(#198)
[4.0.1] - 2021-06-10
Changed
- Renamed
GLTFast.ILoggertoGLTFast.ICodeLoggerto avoid confusion withUnityEngine.ILogger
Fixed
- Null pointer dereference exception on
accessorData(thanks @hybridherbst) - Corrected flipped texture transform for KTX texture (#176)
[4.0.0] - 2021-05-21
Added
- Import glTF files at design-time in the Editor
- Custom inspector for imported glTF files, featuring import log messages
ImportSettingscan be provided toGltfImport.Load(optionally) to customize the loading behavior (quite limited at the moment, but gives room to grow)ImportSettings.nodeNameMethodto allow customizing Node/GameObject naming convention
IGltfReadableinterface forGltfImporter- Import and instantiation logging customization (see
ILogger). Allows users to analyze log messages and/or opt out of logging all messages to the console (which is still done by default if you're usingGltfAsset). - Scene support. glTF can contain multiple scenes and now it is possible to instantiate them selectively
GltfImport.InstantiateMainSceneto create an instance of the main scene (or nothing if thesceneis not set; following the glTF 2.0 specification)GltfImport.InstantiateSceneto create an instance of a specific scene
- GPU instancing via
EXT_mesh_gpu_instancingglTF extension (#107). - Camera support (via
IInstantiator.AddCamera; #12)
Changed
- Coordinate space conversion from glTF's right-handed to Unity's left-handed system changed. Please see the upgrade guide for details and the motivation behind it.
- Nodes' names are made unique (within their hierarchical position) by supplementing a continuous number. This is required for correct animation target lookup and import continuity.
IInstantiator.AddPrimitiveextended parameterfirst(bool; true for the first primitive) to primitiveNumeration (int; counting upwards from zero). This allows for creating unique GameObject names.- Renamed the main class
GltFasttoGltfImporterto properly reflect its purpose. There is a fallbackGltFastclass for backwards compatibility - Renamed
GltfImporter.DestroytoGltfImporter.Disposeto have more consistent naming similar to native containers IMaterialGeneratoroverhaul that allows more flexible generation of materials (ahead of time)GenerateMaterialinstead of passing on all require data (like full texture arrays), data has to be fetched from theGltfImporter/IGltfReadable.
IInstantiator.AddPrimitive: Instead ofMaterialthe IDs/indices of materials are provided and the materials themselves have to be fetched from theIGltfReadable/GltfImporter(allowing more flexible usage)GltfImport.InstantiateGltf(instantiates all scenes at once) is marked obsolete in favour ofInstantiateMainSceneandInstantiateScene- Performance improvement:
NativeArraybuffers are not created copying memory. Instead they are created from pinned managed byte arrays. This should have some positive effect on binary glTFs with Draco meshes and KTX textures. - Update to DracoUnity 3.0.0
Removed
- Runtime tests. They were moved into a dedicated test package.
[3.3.1] - 2021-05-21
Fixed
GltfBoundsAssetcreate just one instances (was two before; fixes #182)
[3.3.0] - 2021-05-19
Added
- Support for alpha modes
BLENDandMASKon unlit materials (thanks Sehyun av Kim for #181; fixes #180)
Fixed
- Ignore / don't show errors when newer DracoUnity versions with incompatible API are installed
[3.2.1] - 2021-05-05
Fixed
- Properly freeing up memory of animation clips
GameObjectBoundsInstantiatorcorrectly calculates bounds for scenes that contain multi-primitive meshes (fixes #173)- Corrected linear/gamma sampling whenever texture index does not equal image index (fixes #172)
[3.2.0] - 2021-04-13
Added
- Support for animations via Unity's legacy animation system (
Animationcomponent; #124)
Fixed
- Image format is properly detected from URIs with HTTP queries (thanks JonathanB-Vobling for #160; fixes #158)
- Unlit shaders are now correctly assigned for double-sided variants (thanks @hybridherbst for #163)
- Sample code for custom defer agent is now thread safe (fixes #161)
- Meshes with two UV sets and vertex colors now work (fixes #162)
[3.1.0] - 2021-03-16
Added
- Unlit alpha blended ShaderGraph variants (thanks @hybridherbst for #144)
- Support for unsigned byte joint indices
Changed
- Accelerated loading meshes by obtaining and setting bounds from accessors min/max values instead of recalculating them
- Improved log message when DracoUnity/KtxUnity packages are missing
- Restored/simplified
GLTFast.LoadGltfBinary, allowing users to load glTF binary files from byte arrays directly (also added documentation; fixes #148)
Fixed
- Texture offset/tiling values don't get lost when switching shaders (thanks @hybridherbst for #140)
- Correct vertex colors for RGB/unsigned short, RGBA/unsigned short and RGBA/unsigned byte. (thanks @camogram for #139)
- Error when trying to set texture offset/scale but material doesn't have _MainTex property (thanks @hybridherbst for #142)
- Crash when trying to combine meshes created by glTFast by setting proper sub-mesh vertex count (fixes #100)
[3.0.2] - 2021-02-07
Changed
- Had to bring back
GltfAsset.isDonefor render tests
Fixed
- WebGL loading by not using unsupported
System.Threading.Task.Run(fixes #131) - Escaped, relative buffer/texture URIs now work on local file system consistently
- Rendertests work again
[3.0.1] - 2021-02-04
Added
- Error message when a UV set other than the first one is used (is unsupported; see issue #34)
- Unit test for loading all models once (good for quick checks in comparison to performance tests, which take very long)
Fixed
- No more exception on models with
KHR_materials_variantsglTF extension (not supported yet) - Compiler errors in Tests assembly due to inconsistent/incomplete class names/namespaces changes
[3.0.0] - 2021-02-04
Changed
- Moved
SampleSetrelated code into dedicated Assembly, so it can be used in unit tests as well client applications (but doesn't have to).
Fixed
- Build size optimization: Physics package is not required anymore (
GltfBoundsAssetwon't work as expected in that case) - Build size optimization: Removed usage of
System.Linq - Removed compiler warnings (in case KtxUnity is missing)
- KtxUnity required version >=1.0.0
- DracoUnity required version >=1.4.0
[3.0.0-preview] - 2021-02-01
Changed
- Converted API and internals to async/await. This is more convenient in some cases and eases future optimizations.
- Performance improvements
- Non-trivial JSONs are parsed in a thread now
- More consistent frame rates due to task duration estimation in various places along the loading code
- Embed base 64 buffers are decoded in a thread now
- Less memory usage (and likely faster) du to Jpeg and PNG textures being loaded non-readable (if possible)
[2.6.0] - 2021-01-31
Added
- Support for performance benchmark package
Fixed
- Unit tests are working in builds again (not just in the Editor)
[2.5.1] - 2021-01-22
Changed
- Renamed glTF shader graph properties to match Unity Lit/BuiltIn Standard shader properties. Switching shaders preserves more attributes this way.
Fixed
- Consistent casing in shader graph names
- Apply material's occlusion strength properly
- Removed artifacts on double sided opaque materials
- Properly clean up volatile download dictionaries
- Build compilation when targeting URP/HDRP
[2.5.0] - 2020-12-14
Added
- Ported partial support for transmission materials to URP/HDRP 7.x
- Improved/alternative transmission mode for Universal Render Pipeline that kicks in if
Opaque Textureis enabled in URP settings
[2.4.0] - 2020-12-10
Added
- Partial support for transmission materials in built-in render pipeline (extension KHR_materials_transmission; see #111 for details)
Changed
- Performance improvement: Avoid redundant Shader.Find invocations by making cached shader references static
- Built-In shaders can customized now by overriding
BuiltInMaterialGenerator.FindShader*methods
Fixed
- Unlit double sided shader graph materials
[2.3.0] - 2020-12-04
Added
- Support for Shader Graph based Render Pipelines including Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP) (#41,#42)
- Material inspector: texture rotation value (in degrees) for both built-in and Shader Graph materials
GltfAssetnow provides astreamingAssetsoption (default is off), for loading relative paths from the StreamingAssets folderGameObjectBoundsInstantiator, a derived version ofGameObjectInstantiatorthat calculates the glTF's axis-aligned bounding boxGltfBoundsAsset, a derived version ofGltfAssetthat adds a BoxCollider to instantiations- Render Tests: Minimize chance of visual regression by checking import results against reference images
Changed
- Texture transform UV rotation: Using standard
_STproperty (Scale-Translation) by default. When rotation is enabled, scale values act as m00/m11 values of 2-by-2 rotation/scale matrix and are supplemented by two rotation values (for m01/m10). - Textures that fail to load don't cause the whole loading process to fail (thanks @Bersaelor for #117)
- Unit Tests: Sample model list is now part of GltfSampleSet objects and not loaded from text file anymore
Fixed
- Removed shader compiler warnings for built-in shaders
- Removed compiler warnings in Unity 2020.1/2020.2
- Changes to materials (in custom shader GUI) are saved now
- Invalid matrix error. ValidTRS reports error in matrix data that does look correct (fixes #116)
- Removed potential memory leak warnings by allocating all buffers permanently (#115)
[2.2.0] - 2020-11-20
Added
- Blend mode can be set in inspector for glTF materials via custom ShaderGUI (thanks @camnewnham for #89)
- Option to make all mesh data readable via
GLTFAST_KEEP_MESH_DATAscripting define (alternative to #86) - Better support for URLs without file extension. glTF type (JSON or binary) is derived from HTTP Content-Type header, if present. (thanks @camnewnham for #87)
- Method
GltFast.LoadGltfBinaryto load .glb files from byte arrays is public now (#81)
Changed
- Switched internal URL type from
stringtoUri - Dependency on com.unity.mathematics was added (for matrix decomposition; see fix below)
Fixed
- Unit tests updated to latest glTF-Sample-Models
- Absolute URI in external resources
- Special characters in URL (#79)
- Corner-case matrix decomposition errors (#99)
- Missing
Shaderresults in error message instead of exception (#88)
[2.1.0] - 2020-10-25
Changed
- Updated KTX/Basis Texture Unity Package to 0.8.x
- The KTX specification changed (from ~draft20 to pr-draft2), thus older KTX files cannot be loaded anymore.
Added
- Support for KTX specification 2.0 pr-draft2 (fixes #16)
- Support for Basis Universal UASTC super-compression mode (higher quality)
[2.0.0] - 2020-09-05
Added
- Support for skinning
- Instantiation can now be customized via injection
Changed
- Complete refactor to allow more optimization by using Unity's new Mesh API (introduced in 2019.1)
- Required Unity version was raised to 2019.1 or newer
[1.2.0] - 2020-09-05
Added
- Material generator (IMaterialGenerator) is now properly exposed and can be injected ( thanks @p-skakun for #80 )
Changed
- Reduced memory usage by uploading mesh data instantly and make it no longer readable
[1.1.1] - 2020-05-28
Fixed
- Unlit shader now works with vertex colors
[1.1.0] - 2020-05-25
Added
GltFast.LoadingDonestate property indicates if loading routine has finishedGltfAssetBase, a minimum asset component for manual loading via scriptGetMaterialinterface, to retrieved imported materials by index.
Changed
- Added loading state sanity checks to instantiation
Fixed
- Loading glTFs with materials only (no scene/geometry)
- Normal texture scale is applied correctly now
[1.0.1] - 2020-04-29
Added
- Abstract interface
IDownloadProviderlet's users implement custom download behavior (useful for authentication or caching) - Added
CustomHeaderDownloadProvider, a reference implementation that downloads glTF's files with custom HTTP headers
Changed
- Removed support for obsolete draft extensions
KHR_texture_cttfandKHR_image_ktx2
Fixed
- Correct (brighter) colors due to color-space conversion (conversion from linear to gamma before applying to material)
- Correct shading in linear color space projects due to correct (linear) sampling of normal, occlusion and metallic-roughness maps
- Memory leak: free up volatile array
imageFormats
[1.0.0] - 2020-03-13
Changed
- Support for Draco mesh compression is now optional (install DracoUnity package to enable it)
- Support for KTX2/Basis Universal textures is now optional (install KtxUnity package to enable it)
- Faster mesh creation due to using the advanced Mesh API on Unity 2019.3 and newer.
[0.11.0] - 2020-03-07
Added
- Support for texture samplers' wrapping mode
- Support for texture samplers' filter modes (partial; see issue)
Changed
- Increased performance due to more balanced threading by making all C# Jobs parallel
- Refactored loading behavior
- Main loading class does not interfere with it's IDeferAgent anymore. It just follows its order.
GltfAssetnow has aloadOnStartupflat to disable automatic loadingGltfAsset.onLoadCompletenow also returns itsGltfAssetinstance for convenience
Fixed
- Redundant Load calls when using
UninterruptedDeferAgent
[0.10.2] - 2020-02-26
Changed
- Normals and tangents (if not present) are only calculated if the assigned material actually requires them.
[0.10.1] - 2020-02-24
Added
- Experimental KTX / Basis Universal support was merged (off by default)
Fixed
- Proper error handling invalid URL/path
- Improved glTF-binary URL extension detection
- Correct index order for line strip primitives (#59)
[0.10.0] - 2020-02-22
Added
- Support for Universal Windows Platform (not verified/tested myself)
Changed
- Refactored GltFast class to control loading coroutine in an effort to make usage and future port to async easier.
- Optimization: Data loading is now based on accessors (rather than primitives). This reduces redundant loading jobs wherever accessors are used across primitives.
- Optimization: Primitives of a mesh, that share vertex attributes now become sub-meshes of one Unity Mesh. This reduces memory usage and creates less Renderers/GameObjects.
- glTF type (JSON or binary) is now auto-detected based on file name extension. Removed obsolete
GlbAsset. This was done soGltfAssetcan be derived off more flexible.
[0.9.0] - 2020-02-02
Added
- Support for quantized mesh data via
KHR_mesh_quantizationextension
Changed
- UV space conversion now happens per UV coordinate (not negatively scaled via texture tiling anymore). This helped to fix tangent calculation.
- glTF standard shaders now have a cull mode, allowing them to be double-sided. The now obsolete
Doublevariants were removed (thanks to Ben Golus for support)
Fixed
- Certified correct normal mapping by making normals, UVs and tangents consistent
- Double sided material fixes
[0.8.1] - 2019-12-05
Fixed
- Shader compilation error on Vulkan/GLES3
[0.8.0] - 2019-12-05
Added
- Support for texture transform (extension KHR_texture_transform)
- Support for double sided materials
- Support for data URI / embedded buffers and images
- Support for vertex colors in materials
- Support for implicit/undefined primitive indices
- Experimental support for primitive modes points, lines, line strip and line loop
Changed
- Using custom glTF shaders instead of Unity Standard shaders. This speeds up occlusion and roughness/metallic texture loading since they don't have to be converted at runtime anymore.
Fixed
- Factor and texture (for metallic-roughness and specular-glossiness) are now multiplied as defined in spec.
- Unlit materials now support baseColorTexture and texture transforms
[0.7.1] - 2019-11-29
Fixed
- glTF binary with Draco compression (decoding error due to invalid buffer view access)
- Legacy .NET speed regression
[0.7.0] - 2019-11-22
Added
- Unity backwards compatibility (tested with 2018.2 with .NET 3.5)
Changed
- Removed job-less support
- The node or primitive GameObjects now have their mesh's name, if there is no node name provided
Fixed
- Correct transforms and coordinate space. The glTF scene's root node is not scaled negative in any axis anymore
- Texture default wrap mode is repeat (not set to clamp anymore)
[0.6.0] - 2019-11-15
Added
- Support for unlit materials (KHR_materials_unlit extension)
- Support for specular-glossiness type materials (KHR_materials_pbrSpecularGlossiness extension)
Fixed
- Fixed broken assembly references by switching to non-GUID refs (thanks Stephen Gower for pointing it out)
- Metallic-Roughness texture not working. Now they are created only after their source was properly loaded.
[0.5.0] - 2019-09-14
Added
- Draco mesh compression support
Fixed
- Report unsupported glTF extensions and gracefully fail if a required extension is not supported.
[0.4.0] - 2019-07-24
Changed
- Transformed Project into a Unity Package, which can easily be installed via Package Manager
[0.3.0] - 2019-06-30
Added
- Threaded glTF loading via Unity Job System
Changed
- Update to Unity 2019.1.7f1
- Formatted ChangeLog markdown file
[0.2.0] - 2019-02-22
Added
- Support for regular JSON glTFs (non-binary)
[0.1.0] - 2018-11-27
Added
- First pre-release
[0.0.5] - 2018-09-02
Fixed
- Support for meshes with more than 65k vertices.
[0.0.4] - 2018-06-20
Fixed
- free up memory when destroying content
[0.0.3] - 2018-05-29
Added
- Added support for interleaved vertex data
[0.0.2] - 2018-05-20
Added
- added support for 3 component vertex colors (rgb without alpha)
- added support for uint16 vertex colors
Fixed
- fixed metallic roughness texture usage (workaround)
- fixed occlusion texture usage (workaround)
[0.0.1] - 2018-05-12
Added
- initial version