-
Notifications
You must be signed in to change notification settings - Fork 251
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Runtime Export #259
Comments
Please don't forget runtime animation export :) USD for Unity solves that in a pretty elegant way via a Timeline Recorder track + clip setup. (but they're lacking editor-time animation clip export, so not quite perfect either). In an ideal world there would be:
|
@hybridherbst |
The official (but still preview) USD Unity Package can do that (at least it could when I last tested it), since it's using the PlayableGraph API: |
Export at runtime is supported by now. Regarding animation: closing in favor of #363 |
In which asmdef , gltFast and gltFast.Export to be added to get the GLTFast.Export header file ????? |
In the one that also contains your code that triggers the export (i.e. your own asmdef). This implies that you have to structure your own code in an asmdef. hth. |
Make comprehensive export available at runtime.
The lack of access to source assets (especially meshes and texture) makes runtime export somewhat harder.
Also there's an increased priority on performance and frame rate stability.
The text was updated successfully, but these errors were encountered: