I left the imported materials as default
by user 103054507105067008
I left the imported materials as default
by user 103054507105067008
Ah seems like the setting was removed / hidden
Can you compare both with the debug inspector if one has receive shadows on and one has it off?
Can confirm receive shadows is on for both of them in debug inspector via UnityGLTF and GLTFast, my suspicion is it is the conversion of the GLTFast imported material in Needle Export
by user 103054507105067008
Which glTFast version is this? 5.x or 4.9?
“com.atteneder.gltfast”: “5.0.0”,
by user 103054507105067008
So not exactly sure what your bug report here is - do you think it’s an issue with glTFast or with Needle Engine?
With Needle as in editor the imported GLTFast file looks as it should, only in Needle Export does it have a dark region in shadow casting from directional light
by user 103054507105067008
OK so “reason unclear” but “looks like something in the handoff between glTFast and web breaks shadows”. Not super actionable
I understand, if it isn’t down to the material conversion within Needle from the GLTFast default PBR shadergraph into whatever is exported I’d probably leave this issue or I can raise it with GLTFast but I suspect they will just say ‘looks and works fine in Unity editor, not our problem’
by user 103054507105067008
I’ll have a look at it later - maybe in general the shadow settings dont work as expected anymore or need to be exported in a different way.
I tried overwriting the material slot on the GLTFast imported model with a duplicate of the material that UnityGLTF created on import and it still happens so it must be some mesh renderer property export issue from GLTFast to Needle as materials don’t change it
by user 103054507105067008
If I import the model purely with UnityGLTF it exports fine in Needle, just the GLTFast one has the shadow issue
by user 103054507105067008
can you try latest glTFast 4.9 for comparison?
Roll back to it from 5.0.0? Sure
by user 103054507105067008