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Error "Draco package needs to be installed in order to support glTF extension KHR_draco_mesh_compression!" #284
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Oh hi, uhm thanks for the effort making this an issue but I actually got it working soon after my last post after reinstalling both glTFast & Draco3D from there master branch (via Unitys git package install feature)! So Im guessing the issue derived from using mismatching versions of Draco & glTFast. I do have another question though that I dont think is answered in the docs; Can I expect the shaders to build for every platform that Unitys HDRP shaders build for? Im working on a commercial project that were developing primarly for Windows rn, but that we might want to make cross platform later on. Thinking if using glTFast could cause any issues down the road? |
Good to hear, but then I didn't understand the intention of your last message :) Anyhow, regarding HDRP and material issues: There are currently a couple of known problems with HDRP. From the top of my head:
Also some newer material extensions are not supported yet. That being said, I'm currently working on solving some of those. I'd suggest, in the spirit of open source, take it as it is and report issues whenever you encounter them. I'll try to get them resolved, but cannot guarantee response times. hth |
Hi again and thanks! Yeah okay, well assuming it builds just fine for desktop & console that shouldnt be any issue. I noticed though theres some serious performance penalty comparing a material created by gltFast & HDRPs lit shader: https://youtu.be/E0l9Dt5 The black one is default lit, the semi translucent one is a material generated from a "alpha clip" material in Blender, the blue was created by gltFast from a opaque material exported from Blender with gltf (The "black" material is using HDRPs lit shader that was manually setup using normal/smoothness/met/ao/albedo textures, the blue one is a one that was generated by glTF using the default settings when importing an "opaque" material exported from Blender) XuTaTiMCf2.mp4Is there anything that I could do about this? Im quite sure the project manager wont allow me to use these shaders if I cant get the performance close-to on pair with how Unitys HDRP shaders performs |
@atteneder let me know if you have any thoughts <3 I would really love to make gltFast a cornerstone of our asset pipeline. Up until now weve basically been building our scenes in Blender, exported our models with fbx and then recreated all our materials manually in Unity, which to me seems like a pretty big annoyance when we already have everything setup with textures in Blender. |
@ItsCubeTime Thanks for pointing out that performance problem! Is the performance so bad in the Editor as well? Or is it restricted to certain platforms/builds? Two ideas/solutions:
As far as I see solution number two would be the one ideal for you! |
UhjDSAHak7.mp4
No, thank you for showing interest!
This is what it looks like in the editor (same issue at a packaged build for win64_84x): I created an issue for this: |
Discussed in https://github.com/atteneder/glTFast/discussions/279
Originally posted by ItsCubeTime November 16, 2021
Any thoughts or advice is welcome <3 Im using Unity 2020.3.22f1 with a Personal license, testing in the HDRP sample scene. The gltf file was exported from Blender & dragged from Windows File Explorer into Unitys file explorer
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