What limitation component export glb and load glb in 4.16.0+
Hello oot4chi!
Thank you for your question about the limitations of exporting and loading glb files in Needle Engine 4.16.0+. Based on the documentation provided, there are a few key limitations to be aware of:
-
Materials Limitation: Currently, Needle Engine does not support duplicating materials on export. If you need to animate the same material with different colors or properties, you will need to create separate materials.
-
Skybox Limitation: The Unity skybox and custom reflection are baked into a texture during export and automatically included in the
NEEDLE_lightmapsextension. If you do not wish to include the skybox in your glb file, you must uncheck theEmbed Skyboxoption on yourGltfObjectcomponent. -
Nested
GltfObjectLimitation: Cross-references between nestedGltfObjectcomponents are not supported. This means that while you can use nestedGltfObjectcomponents to defer loading, you cannot include references between nested glTF files. -
Optional Components: Certain components, like
MeshRenderer, can be excluded from export if they are tagged asEditorOnly. -
Preloading Materials: There is an option to preload the MaterialX WebAssembly module by calling
useNeedleMaterialX(gltfLoader, { preload: true }). This should ensure that materials are ready when you load glb files that containNEEDLE_materials_mtlxextension.
Would you like more specific details on how to set these up in your project, or do you have any other questions related to these limitations? Here are some more details that might help:
- Smart Export: You can control the export behavior via the
Smart Exportsetting inEdit > Project Settings > Needle, where only objects and their children that have been modified will be exported upon each change. - Auto Compression: A
CompressionSettingscomponent is added automatically to optimize textures and meshes, ensuring a performance boost.
Feel free to provide more context about your project, and I’ll do my best to offer a more detailed solution or explanation.
Sources: Needle Engine API (59%), [Needle Engine API](INeedleGltfLoader | Needle Engine (57%), Needle Engine Docs (56%), Needle Engine API (56%), Needle Engine API (55%), Needle Engine Docs (55%), Needle Engine Docs (55%), Needle Engine Docs (55%), Needle Engine Docs (55%)
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why particle system and other build-in component cant export
Hello oot4chi,
Thank you for your question about exporting Particle System and other built-in components using Needle Engine. Based on the information provided in the Needle Engine documentation, it seems that the limitations and specific requirements for exporting glb files might be related to how certain components handle during the export process.
To clarify, here are some key points and questions to help understand the issue better:
-
Materials and Textures:
- Question: Do the Particle System components support exporting materials directly with their textures? Are there any specific material types (PBR, custom textures, etc.) that need to be handled differently during export?
-
Skybox and Reflections:
- Question: Is the skybox or any reflection setup in the Particle System automatically embedded into the glb file? If so, are there any options to exclude this embedding?
-
Nested
GltfObjectComponents:- Question: Are there any restrictions on the structure of the scene that might affect the export of Particle System components, especially when they are nested within multiple
GltfObjectcomponents?
- Question: Are there any restrictions on the structure of the scene that might affect the export of Particle System components, especially when they are nested within multiple
-
General Export Settings:
- Question: Can you provide details on the specific settings used for the Particle System during export? Are there any specific configurations or settings that need to be adjusted for successful export?
If you could provide more details on the exact steps you’re taking to export the Particle System and any error messages or unexpected behaviors you’re encountering, it would be helpful in diagnosing the issue further.
Additionally, have you tried checking the Needle Engine forums or support pages for specific guidance on exporting Particle System components? Sometimes, the community can provide additional insights or workarounds that are not covered in the official documentation.
I hope these questions help, and looking forward to your feedback!
Sources: Needle Engine API (63%), Needle Engine Docs (61%), Needle Engine Docs (61%), Needle Engine API (56%), Needle Engine Docs (56%), Needle Engine Docs (55%), Needle Engine API (55%), Needle Engine API (55%), Needle Engine API (54%)
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Hi, could you clarify what you mean? Are you asking about exporting glTf files from Unity, Blender or something else?
Same question here: Please provide a bit more context/information.
ParticleSystems do export from Unity. We do not support ParticleSystem export in Blender right now. What other components are you refering to?
Does your scene from where you export from have a Needle Engine component with a web project? It’s necessary to export built-in components.
