Just tried the repro proj from above with Needle exporter 2.58.2-pre the export is still huge because UnityGLTF within it is ignoring the original import settings of the textures⊠It doesnât respect the UnityGLTF internal import settings per those textures either but there isnât any reason to have 2x import settings and one of them just ignored
by user 103054507105067008
Also means per-model with UnityGLTF I have to always go in, select all those textures and tick âOverride for Needle Engineâ then change max size down to 2048. Can that be preset anywhere at least?
by user 103054507105067008
by user 103054507105067008
I get a load of these errors when I tried a production build with the imported texture settings set in UnityGLTF too
by user 103054507105067008
And loads of these
Material 'LIGHTS_OFF_GREEN' with Shader 'UnityGLTF/PBRGraph' doesn't have a texture property '_MainTex'
UnityEditor.ShaderGraphHelpers:ValidateMaterialKeywords (UnityEngine.Material)
UnityGLTF.PBRGraphGUI:ValidateMaterial (UnityEngine.Material) (at Library/PackageCache/org.khronos.unitygltf@1.20.2-pre/Editor/Scripts/ShaderGraph/InternalShaderGraph/PBRGraphGUI.cs:32)
UnityGLTF.PBRGraphUniversalGUI:ValidateMaterial (UnityEngine.Material) (at Library/PackageCache/org.khronos.unitygltf@1.20.2-pre/Editor/Scripts/ShaderGraph/InternalURP/PBRGraphUniversalGUI.cs:24)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
by user 103054507105067008
Ignoring me setting everything to 2048x2048 max size in UnityGLTF 
by user 103054507105067008
What do you mean by that?
This is caused by a UnityGltf change, will be fixed in the next version. It doesnât matter if production build or not, itâs just Unity being picky about shader properties being accessed that donât exist. It does not change behaviour, just annoying
If you import a GLTF+Separate model with GLTFast and click an imported material, the textures point to the separated out textures wherever they are (for me this is in a /textures folder next to the model). If you switch to UnityGLTF import and do the same, the textures on the materials point to the embedded texture imports that UnityGLTF makes under the model and not those outside textures
by user 103054507105067008
But I also noticed that the UnityGLTF imported file in a Needle export still ignores my max texture sizes set in UnityGLTF on those embedded texture import settings
by user 103054507105067008
Which link was the right for reproducing this? This is absolutely not what UnityGltf is / should be doing.
In fact, glTFast only recently (in 5.0) switched to using the textures on disk instead of adding them as subassets because I convinced Andreas to change it to exactly the way UnityGltf does itâŠ
Iâll zip a tiny repro up for you, should be the same project I linked at the very start though Iâve been using to test throughout, just update the packages
by user 103054507105067008
I can not reproduce this. Just imported the boat you sent yesterday and set the import size to 1k I do get the 1k texture exported
I imported it in 2020.3 right now
Thanks, yeah would be great to get the latest state that you have.
The use of those embedded textures only happens on some materials in the original file in the repro project at the very top of this thread
by user 103054507105067008
As said UnityGltf should never import textures double and I havenât seen that happen before, like, ever. Iâll take a look on this project as well