com.unity.cloud.gltfast 6.15.1
com.unity.cloud.gltfast
Source docsNotes: processedReleased December 11, 2025
✨ 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.
