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