When I export a model from the scene via Needle > Export to Compressed GLB, the texture sizes use the Default unity import settings for the textures and not the Needle ones.
by user 103054507105067008
When I export a model from the scene via Needle > Export to Compressed GLB, the texture sizes use the Default unity import settings for the textures and not the Needle ones.
by user 103054507105067008
i try but it uses the same code path
This is for separate textures in a GLTF + separate, not embedded
by user 103054507105067008
yes trying with your boat now here
Something seems to be not right here too
I did a screen recording if you needed too
by user 103054507105067008
Made me wonder if the exporter also respected the Compression mode being set to UASTC/ETC1S there as it was using the Unity Default import settings per texture which doesnβt have those options
by user 103054507105067008
It seems to be an issue with the pipeline after export, the extensions in the exported glb before compression look correct
Let me know if you do fix, I rely on that compressed export a lot for standalone glbs to use with a droplistener using model viewer at the moment
by user 103054507105067008
The exported glb file sizes are definitely hugely different based on the Default texture import resolution setting for me
by user 103054507105067008
sure if you set the default import to 2k then your texture size will be 2k on export no matter what the max size says in the needle tab
thats just how unity will import the texture
Ah, I assumed the Needle import tab overwrote it
by user 103054507105067008
Nope, the texture will be 2k already
As in for any imported texture, I have to keep an eye on both texture imports? So I might have to write an editor script that sets all imported textures to 4k tops in Unity default then I can do what I want with Needle import resolutions below that?
by user 103054507105067008
Would be handy if the Needle tab of the importer just used the Unity default resolution in that case
by user 103054507105067008
As I had textures in Unity default capped to 2k that I thought in the Needle import were being capped to 4k
by user 103054507105067008
It will be the current platform actually. For example Iβm on Android now and set max res to 4k on android β texture is imported by unity with 4k. If i switch to standalone and have that set to 2k it will be 2k.
Not ideal - so far it wasnt a problem but I can see how it can be confusing and would be better if it would be the size you set in the Needle tab
Iβll make a note about it!