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    Known Issues

    • 1Vertex accessors (positions, normals, etc.) that are used across meshes are duplicated and result in higher memory usage and slower loading (see this comment)
    • 1When using more than one sampler on one image, that image is duplicated and results in higher memory usage
    • Texture sampler minification/magnification filter limitations (see issue):
      • 1There's no differentiation between minFilter and magFilter. minFilter settings are prioritized.
      • 1minFilter mode NEAREST_MIPMAP_LINEAR is not supported and will result in NEAREST.

    1: A Unity API limitation.

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