Releases: KhronosGroup/UnityGLTF
release/2.15.0
Pull Requests
- Added detailed Informations Generator Json Field by @pfcDorn in #811
- SubMesh Attributes by @pfcDorn in #812
- Interactivity preparations by @pfcDorn in #822
- Fixed: removed internal Unity Method TextureImporter.GetFixedPlatformName from Unity 6000 by @pfcDorn in #821
- Various changes and improvements by @hybridherbst
- Export plugin hook for
ShouldNodeExport
by @andybak in #767
Full Changelog: release/2.14.1...release/2.15.0
[2.15.0] - 2025-03-06
- fix: assets with absolute URLs or paths containing URL encoded information now load correctly
- fix: improve shader dependencies in editor importer to work around some edge cases at first library import
- fix: check all sub-meshes of used attributes instead of only the first one when creating attribute arrays
- fix: ensure progress callback is triggered before
onLoadComplete
in scene loader - fix: prevent null reference exception when plugin is not loaded/defined
- fix: work around API change in Unity 6000.0.38f1 that caused compilation error
- fix: clamped
Sheen Roughness
to 0..1 range in PBRGraph shader - fix:
RoughRefractionFeature
now supports Unity 6 and new Render Graph API - fix: set volume and transmission materials to
AlphaMode.BLEND
on VisionOS to ensure proper rendering - fix: update render pipeline-related methods for Unity 6000.0+
- change: mark package as compatible with Unity 2021.3+. Legacy support for 2020 and earlier will be removed in future updates.
- change: renamed
GLTFComponent
settingAppendStreamingAssets
toLoadFromStreamingAssetsFolder
- add: MaterialX branches to
UnityGLTF/PBRGraph
shader with conditional compilation for VisionOS - add:
MaterialXColor
andMaterialXFloat
shadersubgraphs for platform-specific material settings - add: new runtime texture compression option (
None
,LowQuality
,HighQuality
) to improve runtime memory usage - add: exposed import settings to keep CPU copy of mesh/textures to
GLTFComponent
- add: include UnityGLTF package version, Unity version and current render pipeline in
assets.extras
on export - add: better code snippets for the readme
- add: export plugin hook for
ShouldNodeExport
(#767) - add:
KHR_node_visibility
import and export support, currently disabled by default. Enable inUnityGLTFSettings
. This is a preparative step forKHR_interactivity
, which will be added in a later release. Please note that this extension is not yet ratified and implementation details may change. - add: schema and serialization support for
KHR_node_hoverability
andKHR_node_selectability
. Please note that these extensions are not yet ratified and implementation details may change.
release/2.14.1
Pull Requests
- Add bugreport issue template by @marwie in #779
- Added missing AnimationCacheData to RefCountedCacheData Script by @pfcDorn in #769
- Made ShaderOverride public on GLTFComponent by @pfcDorn in #770
- added gltf Asset informations to Importer Inspector by @pfcDorn in #774
- KHR_materials_sheen support by @pfcDorn in #780
- Load from stream enhancement by @pfcDorn in #781
- Fix #782 - Canvas export on webGl build by @pfcDorn in #785
- Enhancement: premade shader variant collections for runtime imports by @pfcDorn in #783
- Feature: Shader Pass Stripping by @pfcDorn in #784
- Fixes: Canvas and TMP Export, GltfPlugin enabled serialization by @pfcDorn in #786
New Contributors
Full Changelog: release/2.13.0...release/2.14.1
[2.14.1] - 2024-10-28
- fix: compiler error with
ParticleSystemBakeMeshOptions
before 2022.3.11f1 since that's where the API was introduced - fix: prevent incorrect warning when meshes don't have UV1/UV2 attributes
- fix: don't call export multiple times from context menu for multi-selections
- fix: remove unused property from
GLTFComponent
[2.14.0] - 2024-10-06
- fix: potential NullReferenceExceptions when importing material-only, mesh-only or texture-only glTF files
- fix: check for missing primitives on mesh import instead of throwing
- fix: GLTFSceneImporter reference counting properly tracks Animation data now
- fix: incorrect callback subscription in glTF Material editing
- fix: CanvasExport plugin was not working correctly in WebGL builds
- fix: rare case of incorrect texture export with invalid texture content hash (thanks @Vaso64)
- fix: ensure materials created with Create > UnityGLTF > Material use UnityGLTF as importer instead of glTFast
- fix: Canvas export plugin was not correctly updating the canvas mesh in builds
- fix: Particle Bake export plugin was not working correctly in 2022.3
- fix: Import/Export plugin enabled/disabled state was not correctly serialized in some cases
- fix: TMPro export plugin uses UnityGLTF shaders for export now instead of adding another dependency
- fix: GLTFSceneImporter can be called without external data loader, but will warn that external data will not be loaded. Previously, a data loader had to be added even when it was not needed.
- change: log warning when exporting UV0 and UV1 with more than 2 components, as glTF only supports 2-component UVs
- change: simplify sampler usage in PBRGraph where possible to prevent warnings in later Unity versions
- change: simplify PBRGraph variants to reduce shader variant count. This removes a separate option to use vertex color.
- change: material-only files are now imported as MaterialLibrary assets with Material sub-assets, even when only a single material is present
- add: log more meaningful exception messages on import
- add: sheen support for PBRGraph
- add: PBRGraph UI properly shows sheen and dispersion properties
- add: allow flipping humanoid root bone on import to support more avatar types (like Meta Avatars)
- add: new "Info" tab in GLTFImporter for asset information (generator, copyright, etc.) about the imported file
- add: ShaderOverride is now public on GLTFComponent
- add: new GLTFSceneImporter constructor overload for easier loading of files from streams
- add: meshes and textures can now be deduplicated on import, since many exporters don't properly instance them
- add: UV2 is exported as 2-, 3-, or 4-component texture coordinate. 3- and 4-component texture coordinates are not in the core glTF spec, but widely supported by implementations.
- add: complete PBRGraph and UnlitGraph Shader Variant Collections for easier runtime import and export of glTF files
- add: options for shader pass stripping in builds to reduce variant count and compilation times
- add: ability to export a set of materials as material-only glTF or glb file
- add: option to add new materials to glTF Material Libraries (material-only files)
UnityGLTF 2.13.0
What's Changed
- Fixed texture offset with flipped textures like ktx by @pfcDorn in #711
- Fixed wrong exported blendshape normals and tangents when using sparse accessors by @pfcDorn in #712
- Add initial support for MaterialX conversion through PolySpatial by @hybridherbst in #725
- Camera import support by @pfcDorn in #706
- Fixed #726 - Tangent issues with Draco compression by @pfcDorn in #727
- Fixed shared SkinnedMesh on export by @pfcDorn in #729
- Unity 2023.3 fixes by @pfcDorn in #730
- Avoid unnecessary texture duplication on import - fixed #713 by @pfcDorn in #731
- Animation pointer import support by @pfcDorn in #724
- Feature: Material Dispersion [Requires the Animation Pointer Import Branch] by @pfcDorn in #728
- Fix/avoid strip roots when animated by @pfcDorn in #734
- Removed error logs for Texture and Node count on import by @pfcDorn in #738
- fix 737 - Wrong image file names on export by @pfcDorn in #739
- fixes #740 - Added missing ExtTransform support for some textures in AnimationPointer by @pfcDorn in #753
- Flipped CameraOpqaueTexture fix on WebGl/OpenGl/... by @pfcDorn in #755
- More texture import options and missing ktx mipmap parameter by @pfcDorn in #756
- Bonemapping fix for already correct bone names on import by @pfcDorn in #758
Full Changelog: release/2.10.0-rc...release/2.13.0
UnityGLTF 2.10.0-rc
This release fixes a number of stale issues in the repository, improves performance for scenes with many nodes, and contains various correctness improvements for topology, quantization, mesh accessors, exception handling. Thanks a lot to @pfcDorn for pushing many areas forward!
Notable new features:
- Support for
EXT_mesh_gpu_instancing
on import – instances are turned into individual GameObjects with GPU Instancing enabled for their materials. - There is now a blend shape frame weight import option that helps with retargeting FBX and glTF blend shape animations, for example for facial animation data.
- The remaining topology modes allowed in glTF,
LineLoop
,TriangleStrip
andTriangleFan
, are now converted to topologies supported by Unity on import. Previously these modes were not supported.
Changelog:
- fix: GLTFRecorder issue where resulting animation would have linear interpolation for cases where a jump was expected
- fix: GLTFSettings toolbar active index correctly stored in session now
- fix: don't export empty buffers with length 0
- fix: check for valid Humanoid avatar before export (#681)
- fix: work around SRP issue with invalid camera data in render passes affecting rough refractions
- fix: issue when morph targets have varying normals and tangents data (#682)
- fix: prevent exception in earlier 2022.x versions with
isDataSRGB
not being available - fix: missing normalization checks for quantized accessor data (#693)
- fix: make sure topology are triangles for calculating normals/tangents (#133)
- fix: KTX2 textures were not checking for linear for "Fix All" importer button
- fix: MAOS maps (combined metallic/ambient occlusion/roughness) were not exported correctly
- fix: wrong accessor
UBYTE
>BYTE
andBYTE
>SBYTE
conversion when reading data in some - fix: restore multithreading support and improve performance
- feat: import plugin for
EXT_mesh_gpu_instancing
extension - feat: added blend shape frame weight import option for easier animation retargeting
- feat: show failing filenames more clearly when exceptions occur during import
- feat: add option to hide scene obj during loading in
GLTFComponent
- feat: add import support for glTF
LineLoop
,TriangleStrip
,TriangleFan
topologies - feat: performance improvements in name resolution for importing files with many nodes
- feat: performance improvements by using
NativeArray
andMathematics
types
UnityGLTF 2.9.0-rc
Release Candidate
UnityGLTF has been maintained in a fork by prefrontal cortex since the end of 2019. In 2022, Needle joined as well, to accelerate development of a solid import/export platform for glTF in Unity.
Over the years, hundreds of fixes have been made, numerous features have been added, and the library has been brought up-to-speed on latest glTF developments, modern material extensions, and Unity versions. A modern plugin infrastructure allows extending import and export with ratified and non-ratified extensions and useful functionality. We're happy to bring these changes back to the main repository so everyone can benefit.
UnityGLTF has turned into an extremely versatile glTF exporter and importer, which excellent support for data roundtrips and glTF-first workflows in Unity.
Please open an issue if you find any problems with the release candidate.
You can install this package from the Needle Package Registry with this one-click installer:
- Download UnityGLTF Package Installer
- Drop the downloaded .unitypackage into Unity.
You can install this package in Unity as a git package, compatible with UPM (Unity Package Manager).
- Open
Window > Package Manager
- Click +
- Select Add Package from git URL
- Paste
https://github.com/KhronosGroup/UnityGLTF.git/#release/2.9.0-rc
- Click Add.
UnityGLTF v1.0.1
- Upgraded to 2017.4
- Included various fixes (will update)
- Includes UPM package
First built unity package release of UnityGLTF
Release of UnityGLTF with built binaries