Namespace GLTFast
Classes
DontDestroyOnLoad
Makes GameObject survive scene changes
EntityInstantiator
ExtensionName
Collection of glTF extension names
GameObjectBoundsInstantiator
Generates a GameObject hierarchy from a glTF scene and provides its bounding box
GameObjectInstantiator
Generates a GameObject hierarchy from a glTF scene
GameObjectSceneInstance
Descriptor of a glTF scene instance
GltfAsset
Base component for code-less loading of glTF files
GltfAssetBase
Base component for code-less loading of glTF files
GltfBoundsAsset
Base component for code-less loading of glTF files Extends GltfAsset with bounding box calculation
GltfEntityAsset
Loads a glTF from a MonoBehaviour but instantiates Entities. Intermediate solution and drop-in replacement for GltfAsset TODO: To be replaced with a pure ECS concept
GltfGlobals
Generic glTF constants and utility methods.
GltfImport
Loads a glTF's content, converts it to Unity resources and is able to feed it to an IInstantiator for instantiation. Uses the efficient and fast JsonUtility/GltfJsonUtilityParser for JSON parsing.
GltfImportBase
Loads a glTF's content, converts it to Unity resources and is able to feed it to an IInstantiator for instantiation.
GltfImportBase<TRoot>
Loads a glTF's content, converts it to Unity resources and is able to feed it to an IInstantiator for instantiation.
ImportSettings
glTF import settings
InstantiationSettings
Instantiation settings
LightPunctualExtension
Extension methods for LightPunctual
Mathematics
Mathematics helper methods
NodeExtension
Extension methods for NodeBase
RenderPipelineUtils
Render Pipeline Utilities
TimeBudgetPerFrameDeferAgent
Claims a certain fraction of the target frame time and keeps track of whether this time frame was surpassed.
UninterruptedDeferAgent
Defer agent that always decides to continue processing
Structs
MeshResult
This struct holds the result of a glTF to Unity mesh conversion. During an import, glTF meshes (composed of primitives) will be converted to Unity Meshes (with sub-meshes). glTF meshes and Unity Meshes do not necessarily relate one-to-one. One glTF mesh (with multiple primitives) might be converted to multiple Unity Meshes (e.g. because of incompatible vertex buffer structure).
Interfaces
IDeferAgent
An IDeferAgent decides whether to interrupt a preempt-able procedure running on the main thread at the current point in time. This decision manages the trade-off between minimum procedure duration and a responsive frame rate.
IGltfReadable
Provides read-only access to a glTF (schema and imported Unity resources)
IGltfReadable<TRoot>
Provides read-only access to a glTF (schema and imported Unity resources)
IInstantiator
After parsing and loading a glTF's content and converting its content into Unity resources,the second step is instantiation. Implementors of this interface can convert glTF resources into scene objects.
Enums
AnimationMethod
Target animation system
ComponentType
Abstract glTF component type used for including/excluding specific features from import/export.
Extension
NameImportMethod
Defines how node names are created
RenderPipeline
Render Pipeline
SceneObjectCreation
Scene object creation method. Determines whether or when a GameObject/Entity representing the scene should get created.
Delegates
GameObjectInstantiator.MeshAddedDelegate
Provides information for when a mesh was added to a node GameObject
GameObjectInstantiator.NodeCreatedDelegate
Information for when a node's GameObject has been created.