๐Ÿงต#glTF custom extension

marwi123

Hello,

unknown/custom extensions are not handled by the compression pipeline right now so they're not written back to the resulting glTF file. This is because during optimization objects can be removed or modified which requires references to be updated in extensions to make sure they're still pointing to the correct object.

Would it be possible for you as a workaround for now to emit a simple component that holds this value? Another option would probably be to write the blendingMode into the extras property of the GLTF object/material.

gilderko

Hi good to know is there a way to add data to this extras property in GltfExtensions in Unity? And them load them for example in GLTFLoaderPlugin?

marwi123

Anything written to Extras in a GLTFProperty is automatically applied to userdata in three.js by the GLTFLoader

gilderko

I didnt want to generate additional components as this is strictly material info but at the end I ended up generating them in OnAfterNodeExport and have them deleted once they set the bledning. Btw in UnityGltfExportHandler the OnBeforeNodeExport doesnt seem to be hooked up.