Will we be able to set a Canvas Active or Inactive via animation?

instead of remapping those animations to the renderer we can just tell UnityGLTF that it was resolved correctly when targeting a node and in Needle runtime we can add some of these Unity specific methods to the THREE Object3D (for example a Object3D does not have “activeSelf” but we can add the property and then it works just fine)

and should work on any object regardless

heres my first test :sweat_smile:

Looking good! This solves a major blocker for my hotspots!

by user 103054507105067008

Great work on this!

by user 103054507105067008

Happy to hear and I think it’s a better solution than the workaround with remapping to Renderer. For now I only mock activeSelf on the threejs object. Lets see what cases come up in the future that need some special treatment

Thanks Marcel :+1: