Comments (1)
fixed in 2.0.0
from gltfast.
Related Issues (20)
- Asynchonous methods to not have Async suffix HOT 1
- Apple Vision OS support HOT 29
- Under Android platform, the gltf model that loads local files will have the wrong path.
- Unity material support is lacking - URP needs to be supported HOT 1
- Draco Package not found in Unity Editor HOT 2
- Incorrect rendering on Android for bigger models HOT 1
- Namespace GLTFast.Newtonsoft could not be found HOT 4
- Error Cloning Repository - LFT Over Quota HOT 3
- Material Appearance Discrepancy between Windows and Android on glTFast HOT 3
- Derived GameObjectInstantiator classes cannot fire base events
- Use Mesh.SetBindposes
- Material color changes slightly during export HOT 3
- Unable to load GLTF model with WEBP texture in Android / IOS builds
- When loading a glb file, the colors of the materials are changed upon loading. HOT 1
- Emission doesn't seem to work in URP with glTF-PBR shaders
- how to load multiple Models on URL?
- Freeze frame during runtime loading in Android
- Android exception upon instantiation: Object reference not set to an instance of an object. HOT 1
- Support for mesh primitive modes `LINE_LOOP`
- Stretch-and-squash implicit XZ scale changes not visible in Unity (but fine in MSFT 3D Builder) HOT 1
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from gltfast.