The textures showing up twice in Unity reproduces with the boat.gltf Rob sent

Thatās the one, that project linked is the one I was reproāing with
by user 103054507105067008
My best guess right now is that itās related to the textures being in a subfolder instead of next to the glTF
That doesnt seem to change it (changed folder + path in gltf + reimport)
Iāll take a look.
Iām doing a little screen record to prove Iām not going mad
I found that it seems to be on initial import with UnityGLTF, if it doesnāt make a Needle Asset Settings file next to the GLTF+Separate file imported, the textures all come out as 4k. If I unfold the GLTF in project view and select all textures > set import settings texture size 2048 x 2048 and compression: Automatic, then the production build has correct size textures. The issue here is that the textures are separate in a subfolder and they are not being used/their import settings are ignored. UnityGLTF is only looking at the embedded duplicates of the textures in the file for the max size
by user 103054507105067008
https://drive.google.com/file/d/16imJnsOtifE-NZoXq_v4vLr5fB18wrUR/view?usp=share_link
by user 103054507105067008
E.g. texture there āArafura Class OPV Body_BaseColorā is used from the UnityGLTF embedded version and not the separate version from the /textures/ subfolder
by user 103054507105067008
Yes then you have to change the settings on the embedded texture
Why is it treating some of the textures as embedded though?
by user 103054507105067008
I think the whole problem comes down to: textures exist twice and its confusing which material uses which texture
A bug in UnityGLTF I assume. Letās wait for the fix there
It shouldnt be like that as Felix said
Yes, we will fix that with the next version (I hope)
Thanks, sorry for the long haul on here investigating this
your help is appreciated
by user 103054507105067008
I was suspicious of the long texture filenames, sometimes turbosquid models or others have lots of weird texture names ![]()
by user 103054507105067008



