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doc: Preparing animation release
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atteneder committed Apr 13, 2021
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4 changes: 3 additions & 1 deletion ChangeLog.md
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Expand Up @@ -4,7 +4,9 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

## [Unreleased]
## [3.2.0] - 2020-04-13
### Added
- Support for animations via Unity's legacy animation system (`Animation` component; #124)
### Fixed
- Image format is properly detected from URIs with HTTP queries (thanks [JonathanB-Vobling](https://github.com/JonathanB-Vobling) for #160; fixes #158)
- Unlit shaders are now correctly assigned for double-sided variants (thanks [@hybridherbst](https://github.com/hybridherbst) for #163)
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12 changes: 8 additions & 4 deletions Documentation~/features.md
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Expand Up @@ -47,12 +47,15 @@
- [x] Joints (up to 4 per vertex)
- [x] Weights (up to 4 per vertex)
- [x] Texture sampler
- [x] Filtering (see ([limitations](#knownissues)))
- [x] Filtering (see ([limitations](#Known-issues)))
- [x] Wrap modes
- [ ] Morph targets ([issue][MorphTargets])
- [ ] Sparse accessors
- [x] [Skins][Skins] (sponsored by [Embibe](https://www.embibe.com))
- [ ] Animation ([issue][Animation])
- [x] Animation
- [x] via legacy Animation System
- [ ] via Playable API ([issue][AnimationPlayables])
- [ ] via Mecanim ([issue][AnimationMecanim])

<sup>1</sup>: Untested due to lack of demo files.

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- ℹ Planned (click for issue)
- ❌ No plan to support (click to create issue)

## <a name="knownissues">Known issues
## Known issues

- <sup>1</sup>Vertex accessors (positions, normals, etc.) that are used across meshes are duplicated and result in higher memory usage and slower loading (see [this comment](https://github.com/atteneder/glTFast/issues/52#issuecomment-583837852))
- <sup>1</sup>When using more than one samplers on an image, that image is duplicated and results in higher memory usage
Expand All @@ -152,7 +155,8 @@ Legend:

<sup>1</sup>: A Unity API limitation.

[Animation]: https://github.com/atteneder/glTFast/issues/124
[AnimationMecanim]: https://github.com/atteneder/glTFast/issues/167
[AnimationPlayables]: https://github.com/atteneder/glTFast/issues/166
[URP]: https://unity.com/srp/universal-render-pipeline
[HDRP]: https://unity.com/srp/High-Definition-Render-Pipeline
[newIssue]: https://github.com/atteneder/glTFast/issues/new
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13 changes: 5 additions & 8 deletions Documentation~/glTFast.md
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# glTFast Documentation

*glTFast* enables loading [glTF 3D](https://www.khronos.org/gltf) asset files in [Unity](https://unity.com).
*glTFast* enables loading [glTF™ (GL Transmission Format)][gltf] asset files in [Unity][unity].

It focuses on speed, memory efficiency and a small build footprint.

Expand All @@ -20,13 +20,7 @@ It supports large parts of the glTF 2.0 specification plus many extensions and r
- Linux
- Universal Windows Platform

It is planned to become feature complete. Most notable missing features are:

- No animations
- No morph targets
- Unity's built-in render pipeline only (URP and HDRP are planned)

See the [list of features/extensions](./features.md) for details and limitations.
It is planned to become feature complete. See the [list of features/extensions](./features.md) for details and limitations.

## Usage

Expand Down Expand Up @@ -201,4 +195,7 @@ Motivations for this might be using meshes as physics colliders amongst [other c

It also uses fast low-level memory copy methods, [Unity's Job system](https://docs.unity3d.com/Manual/JobSystem.html) and the [Advanced Mesh API](https://docs.unity3d.com/ScriptReference/Mesh.html).

[unity]: https://unity.com
[gltf]: https://www.khronos.org/gltf
[gltfast-web-demo]: https://gltf.pixel.engineer
[gltfasset_component]: ./Documentation~/img/gltfasset_component.png "Inspector showing a GltfAsset component added to a GameObject"
7 changes: 1 addition & 6 deletions README.md
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Expand Up @@ -28,12 +28,7 @@ It supports large parts of the glTF 2.0 specification plus many extensions and r
- Linux
- Universal Windows Platform

It is [planned](#goals) to become feature complete. Most notable missing features are:

- No animations
- No morph targets

See the [list of features/extensions](./Documentation~/features.md) for details and limitations.
It is [planned](#goals) to become feature complete. See the [list of features/extensions](./Documentation~/features.md) for details and limitations.

## Installing

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