Will there be documentation for this? I always come back to a forum post here to look for it
by user 103054507105067008
Will there be documentation for this? I always come back to a forum post here to look for it
by user 103054507105067008
You can use the Texture importer (set it to Needle Engine) for it now to select the types of compression
We need to add proper documentation on the website tho for it, yes
I have updated to Needle 2.54.2-pre but don’t see anywhere to set texture importer on textures like I do on GLTF files
by user 103054507105067008
Where should I look to change the texture importer?
by user 103054507105067008
Select the Needle Engine platform in the importer and enable the override
Is interesting it doesn’t show for Texture2D’s e.g. if I have a glb file with embedded texture that I duplicate inside of Unity via ctrl+d on windows, that asset has no options on it except wrap/filter/aniso
by user 103054507105067008
Ah embedded textures dont have that importer in Unity
I can at least use the tags though but I have the source textures, that is a pain when using gltf in production
by user 103054507105067008
I think the only option here (unless the gltf importer gets an option for it) would be to duplicate the texture asset (so that its separated) and edit it there. Maybe AssetLabels work for embedded assets ? Not sure right now
I assume embedded textures default to the highest presets anyway
by user 103054507105067008
Otherwise I will open the gltf file in blender > unpack assets to local files and copy in those textures
by user 103054507105067008
You can also use glTF files instead of glb by the way, then you can use the regular texture importer
We are using .gltf files and the textures inside of those don’t have texture importer settings
by user 103054507105067008
They are gltf embedded though, can we use gltf separate + bin and is that the recommended way in this scenario?
by user 103054507105067008
That’s what I mean, yes
There’s three things:
Thanks, just experimenting with art workflows and import workflows on a project to work out the best ways to handle assets via gltf, it is quite new for the 3d team at my work so I’m documenting as I go
by user 103054507105067008
yeah so both glb and gltf + bin + textures work great with UnityGltf