com.unity.cloud.gltfast 6.15.1

com.unity.cloud.gltfast

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Notes: processedReleased December 11, 2025

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Features

  • Assigned glTF logo to [GltfEntityAsset](xref:GLTFast.GltfEntityAsset) component.
  • (Test) Test glTF asset *CylinderWithMaterial* that's procedurally generated at runtime.
  • (Test) Tests for documentation examples.
  • (Test) `OpenGltfScene` improvements.
  • - Refactored to use custom load method.
  • - Load method option to choose between loading from file or URI.
  • - Scene index option.
  • - Informative console logs with file path/URI and load time.
  • - Now works at runtime as well (without file dialog).
  • - Re-positions camera so that the loaded glTF scene is framed.
  • - Can load via [EntityInstantiator](xref:GLTFast.EntityInstantiator).

📈 Improvements

  • (Entities) Entities of a scene are grouped via `LinkedEntityGroup`.
  • (Performance) Import mesh indices as unsigned integers and don't convert to signed integers anymore.
  • (Performance) Limited copy buffer size, so that garbage allocations do not scale with glTF-Binary content size anymore (when loading from file or `Stream`).
  • (Performance) Large glTF-Binary content is now loaded into memory in smaller chunks, which keeps the frame rate smooth (when loading from file or `Stream`).
  • (Performance) Shift loading glTF-Binary from stream to memory to a background thread, if it won't likely fit within the current update loop.
  • (Performance) glTF-Binary buffers are not initialized with zeros before population.
  • [meshoptimizer mesh compression for Unity] minimum required version was raised to 0.2.0-exp.1.
  • (Test) Updated tests dependency Graphics Test Framework (com.unity.testframework.graphics) to 8.13.1-exp.1.

🔧 Bug Fixes

  • Returning a proper error for glTF-Binary with a content length shorter than what's depicted in the header.
  • NotSupportedException when loading a glTF-Binary file with excess length (fixes #786).
  • (Documentation) Clarified how to add export shader variants.
  • (Test) Fixed generated test glTFs by exporting them in synchronous mode (only available internally).
  • (Importer) Synchronization Context is now properly reset after an exception (thanks Bruno for #29).
  • Removed compiler warning when `GLTFAST_SAFE` scripting define is active.
  • (Test) Stabilize tests by executing `LogAssert.Expect` before actual tests.
  • (Entities) Sub-meshes are rendered properly.
  • (Test) Tests destroy the glTF entities before disposing meshes/materials to avoid batch rendering errors.