I have a large GLTF file with textures that are not KTX, it’s about 160mb and production builds with it take a good 5-10minutes sometimes, development builds absolutely chug.
I was looking into options as I use GLTFPack https://github.com/zeux/meshoptimizer to use mesh_opt_compression and ktx compression on meshes but those usually wouldn’t load back into Unity due to GLTFast and Unity not supporting the extensions used. I assume the same issue occurs with UnityGLTF? We also had the issue of Blender not supporting mesh_opt_compression to reimport and edit those optimized meshes. Is there a workflow you would suggest for this issue? I assume I can at least convert the textures in the model to ktx which should import to Unity but mesh_opt_compression extension isn’t supported I assume?
@ROBYER1 yes, we support bringing precompressed assets that are copied and loaded as-is
If you want to see them in Unity you have to use glTFast as importer though, but that can just live in the same project
Not right now, no. UnityGLTF development efforts are focussed on export, there’s no real use in maintaining two entirely separate import implementations since glTFast is pretty mich feature complete
We did however align with Andreas (glTFast developer) on the two packages being compatible in the same project and you can even switch the importer directly on each asset as needed.