Will glTFast be added to Unity Registry so people wont need to install by name?

Just wondering, why it is still not showing, when i just search in “Unity Registry”. It seems to work good (maybe except key frames import of shape keys from Blender?)

And it is much easier than messing with .fbx, also .glb weight is very small and don’t bug when you put in such one file in latest Blender (4.3.2), comparing to .fbx binary.

(though i dont know about rigs, it does generic models perfect for its size, so it is already a good thing)

P.S.
Ah, found some “Asset Manager” in Registry, maybe it is the thing to download from Unity’s .cloud the glTFast also? But i don’t need other stuff and the manager itself…
(checked, it seems its about personal cloud stuff only, no connection with the glTFast thing, at least i dont need to link an org, as it asks, as current project is personal)

3 Likes

yeah would be nice, since this format is more important these days.

but apparently cannot “fit” 1 more package into that list >< *at least for now…

(might as well remove some older ones then)

okay it seems i have a potential 1 “why”, sometimes you CAN bug the glTFast, it got updated recently, and my project got corrupted too, so i backed up (but i did update to some new glTFast before corruption?):

  1. new Unity project
  2. installed the glTFast first.
  3. put all backup Assets in Assets folder with “replace” (Packages folder with the glTFast is separate in the root? So don’t know why issue happened)
  4. Result: got my .glb train model missing (though it is ugly topologized and i’ve manually put 2 key frames to a shape key, as in original it got empty imported, though shape key remained, maybe one of those 2 things caused the issue? Or i just need to re-import the train itself?)

P.S.
It’s not a big deal, since it was used once, but this is strange, everything ok, but that one is none, only unity invisible colliders remained… Ah, but i also have purple (missing) materials, that was based/variant from that train. So it seems i need to do some fixing in here too, thank god i have like 1 level, lol.

(maybe they are purple because i don’t have probuilder which was in original? Well only 1 test ladder from there is purple as it uses its default mat, so i don’t think so)

Extra:
Maybe i need to stop using zip to .7z? It can corrupt stuff?

Update:
Nope, train is still a full miss it sees it just as generic file, even after reimport, Windows 3D viewer opens it okay. I tried to re-import glTFast and re-launching unity, didn’t help, so its not the “replace” i clicked when backed up Assets folder. Maybe if I use older version or the exact that was in backup, it would fix and the original had a smooth transition in updates, so the train didn’t bug

Errors, something about colors:

//
Here is first error:
//

InvalidOperationException: The previously scheduled job ConvertColorsRgbaUInt8ToRGBAFloatJob writes to the Unity.Collections.NativeArray1[Unity.Mathematics.float4] ConvertColorsRgbaUInt8ToRGBAFloatJob.result. You are trying to schedule a new job ConvertColorsRgbaUInt8ToRGBAFloatJob, which writes to the same Unity.Collections.NativeArray1[Unity.Mathematics.float4] (via ConvertColorsRgbaUInt8ToRGBAFloatJob.result). To guarantee safety, you must include ConvertColorsRgbaUInt8ToRGBAFloatJob as a dependency of the newly scheduled job.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at :0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at :0)
GLTFast.VertexBufferColors.GetColors32Job (System.Void* input, GLTFast.Schema.GltfComponentType inputType, GLTFast.Schema.GltfAccessorAttributeType attributeType, System.Int32 inputByteStride, Unity.Collections.NativeSlice1[T] output) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferColors.cs:155) GLTFast.VertexBufferColors.ScheduleVertexColorJob (System.Int32 colorAccessorIndex, System.Int32 offset, Unity.Collections.NativeSlice1[T] handles, GLTFast.IGltfBuffers buffers) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferColors.cs:46)
GLTFast.VertexBufferGenerator1[TMainBuffer].ScheduleColorsJobs (GLTFast.Schema.Attributes att, System.Int32 i, Unity.Collections.NativeArray1[T] handles, System.Int32& handleIndex) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferGenerator.cs:356)
GLTFast.VertexBufferGenerator1[TMainBuffer].CreateVertexBuffer () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferGenerator.cs:189) GLTFast.MeshGenerator.GenerateMesh (GLTFast.GltfImportBase gltfImport) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/MeshGenerator.cs:189) Rethrow as AggregateException: One or more errors occurred. (The previously scheduled job ConvertColorsRgbaUInt8ToRGBAFloatJob writes to the Unity.Collections.NativeArray1[Unity.Mathematics.float4] ConvertColorsRgbaUInt8ToRGBAFloatJob.result. You are trying to schedule a new job ConvertColorsRgbaUInt8ToRGBAFloatJob, which writes to the same Unity.Collections.NativeArray1[Unity.Mathematics.float4] (via ConvertColorsRgbaUInt8ToRGBAFloatJob.result). To guarantee safety, you must include ConvertColorsRgbaUInt8ToRGBAFloatJob as a dependency of the newly scheduled job.) System.Threading.Tasks.Task.ThrowIfExceptional (System.Boolean includeTaskCanceledExceptions) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) System.Threading.Tasks.Task1[TResult].GetResultCore (System.Boolean waitCompletionNotification) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
System.Threading.Tasks.Task1[TResult].get_Result () (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) GLTFast.MeshGeneratorBase.CreateMeshResult () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/MeshGeneratorBase.cs:40) GLTFast.GltfImportBase.CreateAllMeshAssignments () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:2327) GLTFast.GltfImportBase.Prepare () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:2140) GLTFast.GltfImportBase.LoadFromUri (System.Uri url, System.Threading.CancellationToken cancellationToken) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:1177) GLTFast.GltfImportBase.Load (System.Uri url, GLTFast.ImportSettings importSettings, System.Threading.CancellationToken cancellationToken) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:427) GLTFast.GltfImportBase.Load (System.String url, GLTFast.ImportSettings importSettings, System.Threading.CancellationToken cancellationToken) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:409) GLTFast.Utils.AsyncHelpers+<>c__DisplayClass1_01[T].b__0 (System.Object _) (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/AsyncHelpers.cs:66)
Rethrow as AggregateException: AsyncHelpers.Run method threw an exception. (One or more errors occurred. (The previously scheduled job ConvertColorsRgbaUInt8ToRGBAFloatJob writes to the Unity.Collections.NativeArray1[Unity.Mathematics.float4] ConvertColorsRgbaUInt8ToRGBAFloatJob.result. You are trying to schedule a new job ConvertColorsRgbaUInt8ToRGBAFloatJob, which writes to the same Unity.Collections.NativeArray1[Unity.Mathematics.float4] (via ConvertColorsRgbaUInt8ToRGBAFloatJob.result). To guarantee safety, you must include ConvertColorsRgbaUInt8ToRGBAFloatJob as a dependency of the newly scheduled job.))
GLTFast.Utils.AsyncHelpers+ExclusiveSynchronizationContext.BeginMessageLoop () (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/AsyncHelpers.cs:122)
GLTFast.Utils.AsyncHelpers.RunSync[T] (System.Func`1[TResult] task) (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/AsyncHelpers.cs:73)
GLTFast.Editor.GltfImporter.OnImportAsset (UnityEditor.AssetImporters.AssetImportContext ctx) (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/GltfImporter.cs:118)
UnityEditor.AssetImporters.ScriptedImporter.GenerateAssetData (UnityEditor.AssetImporters.AssetImportContext ctx) (at <9e3a60dbcacc4e77a9c6e1c14064183a>:0)

//
Here is the second:
//

Asset import failed, “Assets/D_Models/Train_Passenger_Wagon.glb” > InvalidOperationException: The previously scheduled job ConvertColorsRgbaUInt8ToRGBAFloatJob writes to the Unity.Collections.NativeArray1[Unity.Mathematics.float4] ConvertColorsRgbaUInt8ToRGBAFloatJob.result. You are trying to schedule a new job ConvertColorsRgbaUInt8ToRGBAFloatJob, which writes to the same Unity.Collections.NativeArray1[Unity.Mathematics.float4] (via ConvertColorsRgbaUInt8ToRGBAFloatJob.result). To guarantee safety, you must include ConvertColorsRgbaUInt8ToRGBAFloatJob as a dependency of the newly scheduled job.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at :0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at :0)
GLTFast.VertexBufferColors.GetColors32Job (System.Void* input, GLTFast.Schema.GltfComponentType inputType, GLTFast.Schema.GltfAccessorAttributeType attributeType, System.Int32 inputByteStride, Unity.Collections.NativeSlice1[T] output) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferColors.cs:155) GLTFast.VertexBufferColors.ScheduleVertexColorJob (System.Int32 colorAccessorIndex, System.Int32 offset, Unity.Collections.NativeSlice1[T] handles, GLTFast.IGltfBuffers buffers) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferColors.cs:46)
GLTFast.VertexBufferGenerator1[TMainBuffer].ScheduleColorsJobs (GLTFast.Schema.Attributes att, System.Int32 i, Unity.Collections.NativeArray1[T] handles, System.Int32& handleIndex) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferGenerator.cs:356)
GLTFast.VertexBufferGenerator1[TMainBuffer].CreateVertexBuffer () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/VertexBufferGenerator.cs:189) GLTFast.MeshGenerator.GenerateMesh (GLTFast.GltfImportBase gltfImport) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/MeshGenerator.cs:189) Rethrow as AggregateException: One or more errors occurred. (The previously scheduled job ConvertColorsRgbaUInt8ToRGBAFloatJob writes to the Unity.Collections.NativeArray1[Unity.Mathematics.float4] ConvertColorsRgbaUInt8ToRGBAFloatJob.result. You are trying to schedule a new job ConvertColorsRgbaUInt8ToRGBAFloatJob, which writes to the same Unity.Collections.NativeArray1[Unity.Mathematics.float4] (via ConvertColorsRgbaUInt8ToRGBAFloatJob.result). To guarantee safety, you must include ConvertColorsRgbaUInt8ToRGBAFloatJob as a dependency of the newly scheduled job.) System.Threading.Tasks.Task.ThrowIfExceptional (System.Boolean includeTaskCanceledExceptions) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) System.Threading.Tasks.Task1[TResult].GetResultCore (System.Boolean waitCompletionNotification) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
System.Threading.Tasks.Task1[TResult].get_Result () (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) GLTFast.MeshGeneratorBase.CreateMeshResult () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/MeshGeneratorBase.cs:40) GLTFast.GltfImportBase.CreateAllMeshAssignments () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:2327) GLTFast.GltfImportBase.Prepare () (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:2140) GLTFast.GltfImportBase.LoadFromUri (System.Uri url, System.Threading.CancellationToken cancellationToken) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:1177) GLTFast.GltfImportBase.Load (System.Uri url, GLTFast.ImportSettings importSettings, System.Threading.CancellationToken cancellationToken) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:427) GLTFast.GltfImportBase.Load (System.String url, GLTFast.ImportSettings importSettings, System.Threading.CancellationToken cancellationToken) (at ./Library/PackageCache/com.unity.cloud.gltfast/Runtime/Scripts/GltfImport.cs:409) GLTFast.Utils.AsyncHelpers+<>c__DisplayClass1_01[T].b__0 (System.Object _) (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/AsyncHelpers.cs:66)
Rethrow as AggregateException: AsyncHelpers.Run method threw an exception. (One or more errors occurred. (The previously scheduled job ConvertColorsRgbaUInt8ToRGBAFloatJob writes to the Unity.Collections.NativeArray1[Unity.Mathematics.float4] ConvertColorsRgbaUInt8ToRGBAFloatJob.result. You are trying to schedule a new job ConvertColorsRgbaUInt8ToRGBAFloatJob, which writes to the same Unity.Collections.NativeArray1[Unity.Mathematics.float4] (via ConvertColorsRgbaUInt8ToRGBAFloatJob.result). To guarantee safety, you must include ConvertColorsRgbaUInt8ToRGBAFloatJob as a dependency of the newly scheduled job.))
GLTFast.Utils.AsyncHelpers+ExclusiveSynchronizationContext.BeginMessageLoop () (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/AsyncHelpers.cs:122)
GLTFast.Utils.AsyncHelpers.RunSync[T] (System.Func`1[TResult] task) (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/AsyncHelpers.cs:73)
GLTFast.Editor.GltfImporter.OnImportAsset (UnityEditor.AssetImporters.AssetImportContext ctx) (at ./Library/PackageCache/com.unity.cloud.gltfast/Editor/Scripts/GltfImporter.cs:118)
UnityEditor.AssetImporters.ScriptedImporter.GenerateAssetData (UnityEditor.AssetImporters.AssetImportContext ctx) (at <9e3a60dbcacc4e77a9c6e1c14064183a>:0)

Hard to tell without more information. Please open an issue on GitHub, Ideally with the one initial file and the replacement (if they are not the same) along with detailed information about the versions of Unity and glTFast you’re using.

Thanks