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 ![]()
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 ![]()