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Any plans to support runtime import #46

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tonetechnician opened this issue Mar 24, 2021 · 3 comments
Closed

Any plans to support runtime import #46

tonetechnician opened this issue Mar 24, 2021 · 3 comments

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@tonetechnician
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Hi there!

Thanks for making this plugin available! I was just wondering if there are any thoughts to make this plugin support runtime import?

@tonetechnician tonetechnician changed the title Any chance to support runtime import Any plans to support runtime import Mar 24, 2021
@jixingcn
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Yes, I have plans to support import in runtime.

If you want to import the glTF in runtime, you can try this plugin - glTFRuntime.

@tonetechnician
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Amazing! Thanks for the fast response. That's really good to know! Is there a timeline on when it might be ready? Anything I could do to help speed it alog?

I've been using glTFRuntime, but it doesn't have great performance (i.e assets take long to load) and no support for draco compressed meshes.

@jixingcn
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In my plan, it will be supported in v4.0. Now I don't have time to do the "load-in-runtime", so the task isn't created in the milestone list and I can't make any promise.

You can submit issues about performance and draco in glTFRuntime.

  • About the performance of glTFRuntime, you can see Performance considerations rdeioris/glTFRuntime#3, rdeioris said Finally, regarding performance, there are still optimization areas, but yes, the main time is spent in the various optimizations/checks made by unreal. For staticmeshes we can cut down time a bit with the ProceduralMeshComponent at the cost of higher rendering time. maybe this could be another option to add. So I don't think my plugin's performance will be better than the glTFRuntime if I support the "load-in-runtime".

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