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…ename duplication avoidance
… will be always more created nodes/gamesobjects
…sed for one texture, the textures will be duplicated
… in animationpointer import/export, fixes when only offset exist
…ped-on-opengl' into dev
…ions-and-ktx-mipmap-fix' into dev
…ready-correct-names' into dev
…convert it to VEC2
… extend the Importer Inspector with new Info tab
…formations' into dev
…ort-settings' into dev
…ttributes' into dev
…t first library import
…hangelog change entry
…r using ShouldNodeExport callback
…nityGltf version should be used with Unity 2020.3
# Conflicts: # Runtime/Scripts/GLTFSceneExporter.cs # Runtime/Shaders/ShaderGraph/PBRGraph.shadergraph
wschnepp
commented
Mar 18, 2025
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+26
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| string baseName = Path.GetFileNameWithoutExtension(name); | ||
| var i = 1; | ||
| newName = $"{baseName}-{i}{extension}"; | ||
| while (existingNames.Contains($"{baseName}-{i}{extension}")) | ||
| { | ||
| i++; | ||
| newName = $"{baseName}-{i}{extension}"; | ||
| } | ||
| } | ||
| else | ||
| { | ||
| var i = 1; | ||
| newName = $"{name}-{i}"; | ||
| while (existingNames.Contains($"{name}-{i}")) | ||
| { | ||
| i++; | ||
| newName = $"{name}-{i}"; | ||
| } | ||
| } |
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why not local method
wschnepp
commented
Mar 18, 2025
Comment on lines
+57
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| if (!material) | ||
| { | ||
| material = new Material(shader); | ||
| material.SetOverrideTag("RenderType", "Transparent"); | ||
| } |
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sync upstream changes into our fork.
TODO:
KHR_node_visibilityseems to make the visibility track stuff obsolete. Should test