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TriLib - Model loader package (Support via e-mail)

Discussion in 'Assets and Asset Store' started by rickomax, Jun 21, 2017.

  1. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284
    Thank you.

    I think I may have tried updating the 2.0 with the 1.9 still installed. Then I deleted the trilibCore folder.

    Would that screw my install up?
     
  2. Malley13

    Malley13

    Joined:
    Jul 15, 2018
    Posts:
    5
    Could I please get a reply to my question?
     
    ina likes this.
  3. xxyxxyz

    xxyxxyz

    Joined:
    Jan 26, 2017
    Posts:
    5
    @rickomax This is a large issue which is blocking the development of my application. What could be causing this? I assume I'm not the only person to have tried loading in several models at the same time.

    EDIT: After a short round of testing I don't seem to get the issue when running as a packaged build but I may just not have tested enough.
     
    Last edited: Nov 23, 2019
  4. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284
    I'm still having issues with the second model I download/import going into the root of the first model that was downloaded/imported.
     
  5. niksasaw

    niksasaw

    Joined:
    Mar 3, 2017
    Posts:
    8
    Hi,

    So have Unity AR project with following specifications
    unity version 2019.2.6
    Xcode version 11.1
    the latest version of Trilib 1.9.0
    macOS Catilina


    It has Unity packages such as AR Foundation, ARKit but after importing Trilib asset we are getting the following error during the build in XCode

    Ld /Users/nikhilsawlani/Library/Developer/Xcode/DerivedData/Unity-iPhone-dqcelmuwynjiazemfugtomfqcmru/Build/Products/ReleaseForRunning-iphoneos/mapping.app/mapping normal arm64 (in target 'Unity-iPhone' from project 'Unity-iPhone')

    cd /Users/nikhilsawlani/ARWAYLTD/xc

    .....
    d: symbol(s) not found for architecture arm64
    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    We are using the Sample AssetDownloader script for loading model in iOS and Android

    I also tried the new BETA plugin 2.0.1 but it has lots of missing dependencies for AsseTDownloader.cs

    Please help
     
    ina likes this.
  6. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
  7. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
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    Nop, they're extracted on different folders and uses different namespaces.
     
  8. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Hi!

    What's your Android device specs?
     
  9. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Hi!

    Are you able to upgrade to TriLib 2.0?
    The feedback to fix issues on this version is faster than TriLib 1.9.0, which should be discontinued soon after 2.0 be released.
     
  10. niksasaw

    niksasaw

    Joined:
    Mar 3, 2017
    Posts:
    8
    @rickomax can you please reply to our build issue as we are on a deadline of the project
     
  11. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Could you try the latest update?
    Could you please point me out whats your issue again? I'm sorry, I get many requests per day.
     
  12. niksasaw

    niksasaw

    Joined:
    Mar 3, 2017
    Posts:
    8
    @rickomax

    So have Unity AR project with following specifications
    unity version 2019.2.6
    Xcode version 11.1
    the latest version of Trilib 1.9.0
    macOS Catilina


    It has Unity packages such as AR Foundation, ARKit but after importing Trilib asset we are getting the following error during the build in XCode

    Ld /Users/nikhilsawlani/Library/Developer/Xcode/DerivedData/Unity-iPhone-dqcelmuwynjiazemfugtomfqcmru/Build/Products/ReleaseForRunning-iphoneos/mapping.app/mapping normal arm64 (in target 'Unity-iPhone' from project 'Unity-iPhone')

    cd /Users/nikhilsawlani/ARWAYLTD/xc

    .....
    d: symbol(s) not found for architecture arm64
    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    We are using the Sample AssetDownloader script for loading model in iOS and Android

    I also tried the new BETA plugin 2.0.1 but it has lots of missing dependencies for AsseTDownloader.cs
     
  13. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Hi!

    Beta 2.0 shouldn't be missing any dependency, but I haven't tried it on my iOS yet.
    I will be testing it on OSX and iOS now and see if we need to add anything else to the package.

    I will post the results here in a few hours.
     
    ina likes this.
  14. niksasaw

    niksasaw

    Joined:
    Mar 3, 2017
    Posts:
    8
    When I tried there are no issues with the build-in 2.0 but when I added AssetDownloader.cs from 1.9.0 has many missing dependencies so please let us know how we can use 2.0 to load models in IOS from web links
     
  15. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Ah, ok.
    TriLib 1x and 2.0 code aren't compatible.
    I will try to port AssetDownloader to 2.0 today.
     
  16. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    I've updated the beta version with the AssetDownloader class.
    Please check "AssetLoaderTest" scene and script for usage.
    Download at: https://ricardoreis.net/?p=217
     
  17. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284
    Not yet @rickomax

    I will and keep you posted.

    coukd you tell me why the models keep overwriting each other?

    man I doing something wrong?
     
  18. smartinetz

    smartinetz

    Joined:
    Dec 8, 2017
    Posts:
    46
    Just sent the files to you, hope you can find something.

    Regards
     
  19. voropserg

    voropserg

    Joined:
    Jan 11, 2019
    Posts:
    3
    Any documentation on how am i supposed to name textures for them to be loaded ?
    Currently they are in the same folder as model and i'm using .LoadFromFileWithTextures() method.
     
  20. Malley13

    Malley13

    Joined:
    Jul 15, 2018
    Posts:
    5
    @rickomax Thanks for the reply it's just a Samsung j5 Prime Android version 7.0 the thing that is confusing me is that the first few builds worked perfectly on this phone until I added a slider to rotate the light source. I don't know if I maybe changed a setting or something that 8 wasn't supposed to.
     
  21. xxyxxyz

    xxyxxyz

    Joined:
    Jan 26, 2017
    Posts:
    5
    Hi, I have tried upgrading to version 2.0 however the plugin won't compile on my version of Unity. I'm using Unity 2018.4.13f1 for this project and I get an error from AssetLoader.cs on line 706 which says that Mesh.Optimize() is deprecated.
     
  22. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284

    Much less code to deal with. I am trying to pluck out what I need. I don't want to use GUI.

    Am I suppose to make a prefab out of AssetLoaderTest and instantiate it?


    If I run your example it still downloads and overwrites the previous downloaded model.

    Edit: I got it downloading good. it's not overwriting.

    Not sure if I am doing it right though...but it works.
     
    Last edited: Nov 26, 2019
  23. All_American

    All_American

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    Oct 14, 2011
    Posts:
    1,284
    My camera is rotating 180 degrees when the models import.
     
  24. xxyxxyz

    xxyxxyz

    Joined:
    Jan 26, 2017
    Posts:
    5
    @rickomax for the time being I have commented out the call to Mesh.Optimize() to test the plugin works however I am having issues now with the textures and materials not loading. My Unity log is filled with messages such as "Unkown property type: double" and "Unkown property type: ColorRGB".

    EDIT: bool is another type which is not recognised by the loader in ProcessMaterial
     
    Last edited: Nov 26, 2019
  25. rickomax

    rickomax

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    Jun 11, 2013
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    Please send your models for testing to: contato@ricardoreis.net
     
  26. deanryanvr2019

    deanryanvr2019

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    Apr 12, 2019
    Posts:
    16
    updated version the embedded textures don't get applied to the materials when loaded in

    also it also only correctly renders the last material and ignores all other materials, meaning they are not visible
     
    Last edited: Nov 26, 2019
  27. rickomax

    rickomax

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    Jun 11, 2013
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    Answered your via e-mail and updated the beta version.
     
  28. rickomax

    rickomax

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    438
    Could you download the beta again? I've just updated it.
     
  29. rickomax

    rickomax

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    438
    The beta-version has been updated with a small fix on the test-scene.
     
  30. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    898
    Get a lot of errors trying to do a sanity build with vuforia + trilib async model load example for iOS (Unity 2019.2.2f1)
    works fine in editor - all kinds of missing symbols in iOS _aiLight_GetColorSpecular etc

    Code (CSharp):
    1.  
    2. Showing Recent Messages
    3. Undefined symbol: _aiLight_GetColorSpecular
    4.  
    5. Undefined symbol: _aiLight_GetAttenuationLinear
    6.  
    7. Undefined symbol: _aiLight_GetAngleOuterCone
    8.  
    9. Undefined symbol: _aiNodeAnim_GetPreState
    10.  
    11. Undefined symbol: _aiAnimMesh_GetBitangent
    12.  
    13. Undefined symbol: _aiMaterial_GetAmbient
    14.  
    15. Undefined symbol: _aiMaterial_HasTextureOcclusion
    16.  
    17. Undefined symbol: _aiAnimMesh_HasTextureCoords
    18.  
    19. Undefined symbol: _aiMaterial_HasTextureDiffuse
    20.  
    21. Undefined symbol: _aiMaterial_GetMaterialInteger
    22.  
    23. Undefined symbol: _aiScene_GetLight
    24.  
    25. Undefined symbol: _aiScene_HasLights
    26.  
    27. Undefined symbol: _aiMaterial_GetTextureCount
    28.  
    29. Undefined symbol: _aiImportFileFromMemoryWithProperties
    30.  
    31. Undefined symbol: _aiNodeAnim_GetPostState
    32.  
    33. Undefined symbol: _aiImportFileFromMemory
    34.  
    35. Undefined symbol: _aiMeshMorphKey_GetNumValues
    36.  
    37. Undefined symbol: _aiMeshMorphAnim_GetMeshMorphKey
    38.  
    39. Undefined symbol: _aiMeshMorphAnim_GetName
    40.  
    41. Undefined symbol: _aiNodeAnim_GetScalingKey
    42.  
    43. Undefined symbol: _aiQuatKey_GetValue
    44.  
    45. Undefined symbol: _aiMaterial_HasTextureEmissive
    46.  
    47. Undefined symbol: _aiNodeAnim_GetNumRotationKeys
    48.  
    49. Undefined symbol: _aiAnimMesh_GetTextureCoord
    50.  
    51. Undefined symbol: _aiVectorKey_GetTime
    52.  
    53. Undefined symbol: _aiVectorKey_GetValue
    54.  
    55. Undefined symbol: _aiNodeAnim_GetPositionKey
    56.  
    57. Undefined symbol: _aiAnimation_GetNumMorphChannels
    58.  
    59. Undefined symbol: _aiAnimation_GetDuraction
    60.  
    61. Undefined symbol: _aiAnimation_GetTicksPerSecond
    62.  
    63. Undefined symbol: _aiVertexWeight_GetWeight
    64.  
    65. Undefined symbol: _aiBone_GetOffsetMatrix
    66.  
    67. Undefined symbol: _aiNodeAnim_GetRotationKey
    68.  
    69. Undefined symbol: _aiMesh_GetBone
    70.  
    71. Undefined symbol: _aiMesh_GetNumBones
    72.  
    73. Undefined symbol: _aiLight_GetAngleInnerCone
    74.  
    75. Undefined symbol: _aiMesh_HasBones
    76.  
    77. Undefined symbol: _aiLight_GetName
    78.  
    79. Undefined symbol: _aiMaterial_GetEmbeddedTextureWidth
    80.  
    81. Undefined symbol: _aiMaterial_GetEmbeddedTextureDataPointer
    82.  
    83. Undefined symbol: _aiAnimation_GetNumChannels
    84.  
    85. Undefined symbol: _aiMaterial_GetEmbeddedTextureName
    86.  
    87. Undefined symbol: _aiMaterial_GetShininessStrength
    88.  
    89. Undefined symbol: _aiMaterial_GetShininess
    90.  
    91. Undefined symbol: _aiAnimMesh_GetVertexColor
    92.  
    93. Undefined symbol: _aiMaterial_HasShininess
    94.  
    95. Undefined symbol: _aiMaterial_HasTextureNormals
    96.  
    97. Undefined symbol: _aiMeshMorphAnim_GetNumKeys
    98.  
    99. Undefined symbol: _aiMaterial_HasBumpScaling
    100.  
    101. Undefined symbol: _aiMaterial_GetTextureMetallic
    102.  
    103. Undefined symbol: _aiMaterial_GetNumTextureMetallic
    104.  
    105. Undefined symbol: _aiLight_GetColorAmbient
    106.  
    107. Undefined symbol: _aiMaterial_GetNumTextureHeight
    108.  
    109. Undefined symbol: _aiMaterial_ReleaseEmbeddedTexture
    110.  
    111. Undefined symbol: _aiMaterial_GetTextureNormals
    112.  
    113. Undefined symbol: _aiImportFileExWithProperties
    114.  
    115. Undefined symbol: _aiMaterial_GetNumTextureNormals
    116.  
    117. Undefined symbol: _aiMaterial_HasSpecular
    118.  
    119. Undefined symbol: _aiMaterial_GetNumTextureEmissive
    120.  
    121. Undefined symbol: _aiMaterial_HasEmissive
    122.  
    123. Undefined symbol: _aiCamera_GetClipPlaneNear
    124.  
    125. Undefined symbol: _aiMaterial_GetDiffuse
    126.  
    127. Undefined symbol: _aiMaterial_GetNumTextureDiffuse
    128.  
    129. Undefined symbol: _aiAnimMesh_GetTangent
    130.  
    131. Undefined symbol: _aiMaterial_GetOpacity
    132.  
    133. Undefined symbol: _aiReleaseImport
    134.  
    135. Undefined symbol: _aiMaterialProperty_GetDataSize
    136.  
    137. Undefined symbol: _aiLight_GetColorDiffuse
    138.  
    139. Undefined symbol: _aiMaterial_HasTextureSpecular
    140.  
    141. Undefined symbol: _aiScene_GetNumMeshes
    142.  
    143. Undefined symbol: _aiMaterialProperty_GetIndex
    144.  
    145. Undefined symbol: _aiMaterialProperty_GetType
    146.  
    147. Undefined symbol: _aiAnimMesh_HasVertexColors
    148.  
    149. Undefined symbol: _aiMaterialProperty_GetKey
    150.  
    151. Undefined symbol: _aiMaterial_HasShininessStrength
    152.  
    153. Undefined symbol: _aiMesh_HasTangentsAndBitangents
    154.  
    155. Undefined symbol: _aiMaterial_GetProperty
    156.  
    157. Undefined symbol: _aiBone_GetName
    158.  
    159. Undefined symbol: _aiMaterial_GetNumProperties
    160.  
    161. Undefined symbol: _aiCamera_GetAspect
    162.  
    163. Undefined symbol: _aiMaterial_GetBumpScaling
    164.  
    165. Undefined symbol: _aiScene_GetNumCameras
    166.  
    167. Undefined symbol: _aiScene_GetCamera
    168.  
    169. Undefined symbol: _aiAnimMesh_GetWeight
    170.  
    171. Undefined symbol: _aiAnimMesh_GetName
    172.  
    173. Undefined symbol: _loadFromMemory
    174.  
    175. Undefined symbol: _aiAnimMesh_HasNormals
    176.  
    177. Undefined symbol: _aiIsExtensionSupported
    178.  
    179. Undefined symbol: _aiAnimMesh_GetVertex
    180.  
    181. Undefined symbol: _aiMaterialProperty_GetSemantic
    182.  
    183. Undefined symbol: _aiMaterial_HasTextureMetallic
    184.  
    185. Undefined symbol: _aiCamera_GetPosition
    186.  
    187. Undefined symbol: _aiMesh_GetName
    188.  
    189. Undefined symbol: _aiAnimMesh_HasPositions
    190.  
    191. Undefined symbol: _aiScene_GetAnimation
    192.  
    193. Undefined symbol: _aiAnimMesh_GetVerticesCount
    194.  
    195. Undefined symbol: _aiLight_GetAttenuationQuadratic
    196.  
    197. Undefined symbol: _aiMaterial_GetMaterialFloat
    198.  
    199. Undefined symbol: _aiMesh_GetAnimMesh
    200.  
    201. Undefined symbol: _aiMesh_GetAnimMeshCount
    202.  
    203. (95 additional undefined symbols are shown in the transcript
    204.  
    205.  
     
  31. nyudeb

    nyudeb

    Joined:
    Mar 20, 2015
    Posts:
    18
    Hello, I got the same errors as @ina when I try to build on xcode... 100+ errors.
     
    ina likes this.
  32. WearStudio

    WearStudio

    Joined:
    Nov 27, 2019
    Posts:
    1
    Hey. Yesterday bought a TriLib package. The build on Android in Unity 2018,4,1 works fine, otherwise I have a few questions.
    1.Unity build 2019.3 slightly breaks the uploaded models that displayed perfectly in 2018,4,1
    2. The application could not be assembled on ios, an error in the screenshot in the letter
    I will be very grateful to the feedback and have a nice day
     

    Attached Files:

  33. Bentom

    Bentom

    Joined:
    Nov 20, 2016
    Posts:
    4
    hi @rickomax, I was using version 1.9, but I was having the same error that happened with Niksasaw:
    "d: symbol(s) not found for architecture arm64
    clang: error: linker command failed with exit code 1 (use -v to see invocation)"

    Now I'm using beta 2.0, but it looks like AssetLoader.LoadFromMemory(bytes[], ...) no loger exists, so I converted the bytes[] to MemoryStream to use AssetLoader.LoadModelFromStream(Stream, ...), but it's loading just an empty gameobject.
     
  34. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284

    @rickomax

    Update is awesome. Did you update it again after you told me to update it?

    On import my camera if flipping 180 degrees. Any idea what could be causing this?
     
  35. SivaVelusamy

    SivaVelusamy

    Joined:
    Jun 20, 2019
    Posts:
    6
    Hello all,

    I have used the trilib plug-In in my unity project to load a 3D model file at the runtime.
    But my hierarchy structure get changed, by creating the assembly nodes.
    How can i remove these nodes ?
    It would be helpful, if you suggest how to fix this issue.
    Thanks in advance.
     

    Attached Files:

  36. EdgarSantos

    EdgarSantos

    Joined:
    Nov 11, 2013
    Posts:
    27
    Hi again.
    I'm sorry for the late reply.

    Here is an example:
    1. Original data as displayed in BIM Vision 2.2
    upload_2019-11-29_11-49-13.png
    upload_2019-11-29_11-49-38.png
    2. Data we get from trilib:
    Node: IfcFlowTerminal_M_ExhaustGrill:600x600Face300x300Connection:950441_1G4iELDfv5jPnojukXlizw
    Area:
    Category:
    DownArrow:
    Family:+
    FamilyandType:+
    Flow:
    Host:#
    LeftArrow:
    Level:
    Manufacturer:
    Mark:
    Offset:
    PhaseCreated:
    PressureDrop:
    Reference:
    RightArrow:
    Size:
    SystemAbbreviation:
    SystemClassification:
    SystemName:
    SystemType:
    Type:+
    TypeId:+
    UpArrow:
    Volume:

    Notice that some data is not even there and other seems to have "garbage" values.
    Maybe I'm doing something wrong? Or maybe assimp is not behaving properly?

    Thank you for your time.
     
  37. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Hi!

    I will be testing TriLib1x on iOS as soon as possible.
    I will keep you updated on this thread.
     
    ina likes this.
  38. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Hi!

    I will be checking out iOS issues as soon as possible, regarding the Unity 2019 issues, if you be able to send the models you're testing to contato@ricardoreis.net, that would help.
     
  39. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Whats the file type you're trying to load?
    Are you getting any error message on the console?
     
  40. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Models orientation should be ok, you should get the same result from FBX Review or FBX Converter preview on TriLib, if it's different, please send me a message here.
     
  41. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    I'm almost sure that's an issue with Assimp data parsing.
    I'm updating TriLib Assimp version to match their actual version and simplify the updating process.
     
  42. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284
    @rickomax

    My camera isn’t part of the model download. It’s the scene main camera. It’s not connected to the download at all but flips 180 degrees when the asset loader starts.
     
  43. deanryanvr2019

    deanryanvr2019

    Joined:
    Apr 12, 2019
    Posts:
    16
    Having issue with embedded textures not setting the textures in unity

    only MainTex is working
    normal, metallic not working

    Any ideas why
     
  44. Bentom

    Bentom

    Joined:
    Nov 20, 2016
    Posts:
    4
    @rickomax

    It's a .obj file, has no error message, and it loaded with 1.9, now with 2.0, it creates a gameobject only with AssetUnloader.

    Code (CSharp):
    1.  
    2.     private void LoadModel()
    3.     {
    4.         ...
    5.         MemoryStream streamData = new MemoryStream();
    6.         streamData.Write(decryptedData,0, decryptedData.Length);
    7.  
    8.         AssetLoader.LoadModelFromStream(streamData, "obj", OnLoadModel, null, OnProgressModel, OnErrorModel);
    9.         ...
    10.     }
    11.     private void OnProgressModel(float value)
    12.     {
    13.         Debug.Log("loading: " + value);
    14.     }
    15.  
    16.     private void OnLoadModel(AssetLoaderContext assetLoaderContext)
    17.     {
    18.         //If the root game object has been loaded.
    19.         if (assetLoaderContext.RootGameObject != null)
    20.         {
    21.             loadedGameObject = assetLoaderContext.RootGameObject;
    22.             Debug.Log("loaded");
    23.         }
    24.         //Displays the number of models loaded.
    25.         Debug.LogFormat("Model loaded: {0}", assetLoaderContext.Models.Count);
    26.     }
    27.  
    28.     private void OnErrorModel(object context)
    29.     {
    30.         //Casts the context into a ContextualizedError.
    31.         var contextualizedError = (ContextualizedError)context;
    32.         //Safely converts the ContextualizedError context into an AssetLoaderContext (some errors can be thrown when the context isn't ready yet).
    33.         var assetLoaderContext = contextualizedError.Context as AssetLoaderContext;
    34.         //Destroys the RootGameObject from the AssetLoaderContext in case of partially loaded models.
    35.         if (assetLoaderContext != null && assetLoaderContext.RootGameObject != null)
    36.         {
    37.             Destroy(assetLoaderContext.RootGameObject);
    38.         }
    39.         error = true;
    40.         loadedGameObject = null;
    41.         //Displays the error message on console.
    42.         Debug.LogError(contextualizedError);
    43.     }
     
  45. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284
    In the options you can uncheck adding an unloaded.
     
  46. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    438
    Could you send it to: contato@ricardoreis.net ?
     
  47. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    898
    been a few hours - any update
     
  48. All_American

    All_American

    Joined:
    Oct 14, 2011
    Posts:
    1,284
    @rickomax

    I commented out the line where you fit the main camera to the import. I'm all set.
     
  49. deanryanvr2019

    deanryanvr2019

    Joined:
    Apr 12, 2019
    Posts:
    16
    upload_2019-12-2_8-41-25.png

    Any one else getting this error and how to fix it very annoying

    Unity Version 2019.1.2f
     
    Last edited: Dec 2, 2019
  50. deanryanvr2019

    deanryanvr2019

    Joined:
    Apr 12, 2019
    Posts:
    16
    8 and 16 bit textures are not working either
     
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