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Releases: atteneder/glTFast

glTFast 2.0.0

05 Sep 20:28
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This release is a major refactor that makes glTFast future proof by building upon Unity's new Mesh API.

Some glTF files see major performance improvements with this update while I haven't noticed any considerable regression.

Thanks to Embibe for sponsoring the development of skin support! ❤️

Added

  • Support for skins
  • 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

glTFast 1.2.0

05 Sep 20:00
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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

glTFast 1.1.1

28 May 19:57
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Fixed

  • Unlit shader now works with vertex colors

Release 1.1.0

25 May 15:22
f65d8a8
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Added

  • GltFast.LoadingDone state property indicates if loading routine has finished
  • GltfAssetBase, a minimum asset component for manual loading via script
  • GetMaterial interface, 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

Release 1.0.1

29 Apr 17:51
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[1.0.1] - 2020-04-29

Added

  • Abstract interface IDownloadProvider let's users implement custom download behavior (useful for authentification 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_cttf and KHR_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

Release 1.0.0

12 Apr 23:01
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Version 1.0.0 Release

Happy to announce the 1.0 release!

This will be the last feature release supporting the Unity 2018.x series. Future releases (starting with 1.1.0) will require Unity 2019.3 or newer.

Read details about it in this post.

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)

Release 0.11.0

08 Mar 11:29
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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.
    • GltfAsset now has a loadOnStartup flat to disable automatic loading
    • GltfAsset.onLoadComplete now also returns its GltfAsset instance for convenience

Fixed

  • Redundant Load calls when using UninterruptedDeferAgent

Release 0.10.2

26 Feb 11:08
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Major speed improvement for large meshes that don't use normal maps or use unlit material ( read the article about the details )

Changed

  • Normals and tangents (if not present) are only calculated if the assigned material actually requires them.

Release 0.10.1

24 Feb 20:16
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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)

Release 0.10.0

22 Feb 14:28
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This release's biggest change is performance improvements for scenes that re-use vertex attributes across primitives ( read about details in this blog post)

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 so GltfAsset can be derived off more flexible.