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All in all I want to summarize that this is a really great asset!
It is really fast, exports everything I need and (with a few adjustments) does...
Now I have nearly every problem solved on my side.
I hope it is okay when I post my solutions here for each of them:
I understood now that I should override the FbxTextureExportScheme. With this most of my problems I can cover.
Just noticed in...
By the way, I found out that this does not work correctly:
protected bool AllocateTextureBasedOnMaterial(Material mat,
Alright! I also wrapped it in a async call.
I now see that using the FbxTextureExportScheme you provided creates a lot of texture files.
I actually have the same problem (but even when in Play mode in the editor, Unity 2019.3.14f1).
Fbx Exporter - DLL unable to load!
alright. Sad, that you don't plan to maintain/update this.
could you implement this in the next releases?
Also if you don't plan to implement SRP compatibility, I can't use your Asset and will try...
can the slider length be adjusted for all axes separately?
I need to adjust the length of the Gizmo axes to the object being scaled:
Could you please add a boolean assetloaderoption to prevent merging materials with the same name together?
Stumbled upon this error...
I tried your latest Trilib 2.0.14 Beta and I am struggling with your MaterialMapper.
Inside my application I substitute materials based...
Great news that you are working on this!
I'll wait until the finished 2.0 version is ready before switching. Gotta keep a stable FBX import...
I tried loading *.gltf files with TriLib. Meshes seem to work fine but I have problems on materials.
I created some materials in...
You are right. Every build downloading and installing unity editor is not very performant.
Best would be to cache the installation and only update...
I am also very interested in this topic.
For me, automated tests and builds is one of the core topics for developing good software with a minimum...
In addition to the DistributingInputModule code:
Here an toString() suggestion to show current status in the preview window in the editor...
Is there really no better solution?
I mean, this sucks
Yeah same problem here!
When a gameObject with a ToggleGroup gets activated, underlying toggle groups fires on all toggles!
I know its a very old thread, but I can't find anything on this in the newer Unity versions (> 2017).
How would I set this via script?
In my case I can do whatever I want: No newer versions showing up (> 2018.2.0f2)