The next TriLib update will have a few memory usage improvements, but there are no options to load model files partially. I suspect internal Unity issues cause some of the memory issues, and I’ve sent them a bug report just to make sure.
The next TriLib update will come with experimental TIFF loading support.
This issue has been fixed in the upcoming update.
TriLib has a AutodeskInteractiveMaterials sample scene showing how to use the Autodesk materials with TriLib.
TriLib 2.3.8 has been released.
Changelog:
-Fixed glTF2 node names encoding bug.
-Fixed glTF2 matrix decomposition bug.
-Fixed glTF2 specular materials.
-Fixed “infinite-loop” error when loading Zip files without suitable model files.
-Fixed FBX cameras/lights importing.
-Fixed textures double processing bug.
-Refactored glTF2 Draco loader (Added missing dequantization methods).
-Removed the ShowLoadingWarnings asset loader option from non-development builds, increasing model loading performance.
-Updated IxMilia.ThreeMf.
-Added the “Enable debug libraries” settings. Use this setting to enable TriLib debug libraries and output precise stack traces.
-Added glTF2 user properties parsing.
-Added a new Asset Viewer progress indicator.
-Added a Directory Picker to the WebGL Standalone File Browser. Use the “AssetLoaderFilePicker.LoadModelFromDirectoryPickerAsync” method to allow users to select a folder containing the model and its resources.
-Added vertex color debug mode to Asset Viewer.
-Added the RawData field to TextureLoadingContext. You can assign raw RGBA data from custom TextureMappers to this field to handle custom texture formats.
-Added the ApplyAvatarHipsCompensation asset loader option. Turn off this field if your avatars seem to hover over the ground.
-Added the LoadTexturesViaWebRequest asset loader option. Turn on this field to load textures using the UnityWebRequest class (experimental). UnityWebRequest is the fastest way to load PNG/JPG textures but uses more memory than the other methods.
-Added the MaxObjectsToRename asset loader option. Use this field to set the maximum number of objects TriLib can rename. Renaming is an expensive process, so it’s advised to keep a low value.
-Added the UseSharedMaterials asset loader option. Turn on this field to use renderers’ “sharedMaterials” property instead of “materials” property.
-Added the UseSharedMeshes asset loader option. Turn off this field to use mesh filters “mesh” property instead of “sharedMesh” property.
-Added the MeshWorldTransform asset loader option. Use this field to define a transformation applied in world space to all mesh vertices.
-Added the ConvertTexturesAs2D asset loader option. Turn off this field to keep processed/composed textures as RenderTextures.
-Added the UpdateSkinnedMeshRendererWhenOfscreen asset loader option. Turn on this field to update SkinnedMeshRenderers when they’re offscreen.
-Added the BlendShapeMapper asset loader option. Use this field to set a BlendShapeMapper to use with the loaded model. BlendShapeMappers can replace the Unity built-in blend shape playback system.
Version Notes:
This TriLib version introduces “TriLib Tools”.
There are three tools available:
TriLib Blend Shape Optimization Scripts: A TriLib replacement for Unity’s Blend Shape API, offering up to 2000% faster processing times.
TriLib Material Mappers: glTF2 and Autodesk Interactive specialized Material Mappers. These mappers do not require texture conversion.
TriLib TIFF Texture Loader: Adds TIFF texture support for TriLib, enabling seamless runtime loading of models that require TIFF textures.
TriLib tools link:
Hi!
I’m having some trouble when using this package for Android. When importing a model with windows as platform, everything works as expected. On the other hand, when importing using Android, As you can see in the image posted,the metallic material set the smoothness property to max, and in others models the normal map is not right in comparison with windows.
Any idea on what could be happening, currently I’m using the latest version of the package.
Thanks!
Please download the TriLib Material Mappers from itch.io:
TriLib Material Mappers by Ricardo Reis (itch.io)
Follow the install instructions (you have to install the Shader Graph package on your project before anything).
Tell me if using these Material Mappers fixes your issues.