Represents a series of Model loading settings, like Unity Model Importer settings.
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bool | UseFileScale = true |
| Turn on this flag to use the file original scale.
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float | ScaleFactor = 1f |
| Model scale multiplier.
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bool | SortHierarchyByName = true |
| Turn on this field to sort the Model hierarchy by name.
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bool | ImportVisibility = true |
| Turn on this field to apply the visibility property to Mesh Renderers/Skinned Mesh Renderers.
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bool | Static |
| Turn on this field to import the Model as a static Game Object.
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bool | AddAssetUnloader = true |
| Turn on this field to add the Asset Unloader Component to the loaded Game Object, which deallocates resources automatically.
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bool | ImportMeshes = true |
| Turn on this field to import Model Meshes.
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bool | LimitBoneWeights = true |
| Turn on this field to limit bones weight to 4 weights per bone.
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bool | ReadEnabled = false |
| Turn on this field to leave imported Meshes readable.
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bool | MarkMeshesAsDynamic |
| Turn on this field to mark created meshes as dynamic.
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bool | OptimizeMeshes = true |
| Turn on this field to optimize imported Meshes for GPU access.
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bool | GenerateColliders |
| Turn on this field to generate Colliders for imported Meshes.
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bool | ConvexColliders |
| Turn on this field to generate convex Colliders when the GenerateColliders field is enabled.
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bool | ImportBlendShapes = true |
| Turn on this field to import Mesh Blend Shapes.
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bool | ImportColors = true |
| Turn on this field to import Mesh colors.
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IndexFormat | IndexFormat = IndexFormat.UInt32 |
| Mesh index format (16 or 32 bits).
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float | LODScreenRelativeTransitionHeightBase = 0.75f |
| Defines the initial screen relative transition height when creating LOD Groups.
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bool | KeepQuads |
| Turn on this field to mantain Mesh quads. (Useful for DX11 tesselation)
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bool | ImportNormals = true |
| Turn on this field to import Mesh normals. If disabled, normals will be calculated instead.
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bool | GenerateNormals = true |
| Turn off this field to disable Mesh normals generation.
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bool | GenerateTangents = true |
| Turn off this field to disable Mesh tangents generation.
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float | SmoothingAngle = 60f |
| Normals calculation smoothing angle.
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bool | ImportBlendShapeNormals |
| Turn on this field to import Mesh Blend Shape normals.
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bool | CalculateBlendShapeNormals |
| Turn on this field to calculate Mesh Blend Shape normals when none can be imported.
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bool | ImportTangents |
| Turn on this field to import Mesh tangents. If disabled, tangents will be calculated instead.
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bool | SwapUVs |
| Turn on this field to swap Mesh UVs. (uv1 into uv2)
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bool | ImportMaterials = true |
| Turn on this field to import Materials.
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MaterialMapper[] | MaterialMappers |
| Mappers used to create suitable Unity Materials from original Materials.
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bool | ImportTextures = true |
| Turn on this field to import Textures.
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bool | ScanForAlphaPixels = true |
| Turn on this field to scan Textures for alpha-blended pixels in order to generate transparent Materials.
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AlphaMaterialMode | AlphaMaterialMode = AlphaMaterialMode.CutoutAndTransparent |
| Chooses the way TriLib creates alpha materials. The options are: None: Does not create any alpha material and uses opaque materials instead. Cutout: Creates cutout alpha materials where applicable. Transparent: Creates transparent (alpha) materials where applicable. Cutout + Transparent: Creates both materials and uses the second one at a copy from the semi-transparent mesh.
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bool | DoubleSidedMaterials |
| Turn on this field to create double-sided Materials (TriLib does that by duplicating the original Meshes).
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TextureMapper[] | TextureMappers |
| Mappers used to find native Texture Streams from custom sources.
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TextureCompressionQuality | TextureCompressionQuality = TextureCompressionQuality.Normal |
| Texture compression to apply on loaded Textures.
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bool | GenerateMipmaps = true |
| Turn on this field to enable Textures mip-map generation.
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bool | FixNormalMaps |
| Turn on this field to change normal map channels order to ABBR instead of RGBA.
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AnimationType | AnimationType = AnimationType.Legacy |
| Model rigging type.
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bool | SimplifyAnimations |
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float | PositionThreshold = 0.01f |
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float | RotationThreshold = 0.01f |
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float | ScaleThreshold = 0.01f |
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AvatarDefinitionType | AvatarDefinition |
| Type of Avatar creation for the Model.
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Avatar | Avatar |
| Source Avatar to use when copying from other Avatar.
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General.HumanDescription | HumanDescription |
| Human Description used to create the humanoid Avatar, when the humanoid rigging type is selected.
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RootBoneMapper | RootBoneMapper |
| Mapper used to find the Model root bone.
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HumanoidAvatarMapper | HumanoidAvatarMapper |
| Mapper used to map the humanoid Avatar bones when the humanoid rigging type is selected.
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LipSyncMapper[] | LipSyncMappers |
| Mappers used to configure Lip-Sync Blend Shapes.
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bool | SampleBindPose |
| Turn on this field to sample the loaded Model to the bind-pose when rigging.
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bool | EnforceTPose = true |
| Turn on this field to enforce the loaded Model to the T-pose when rigging.
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bool | EnforceAnimatorWithLegacyAnimations |
| Turn on this field to add an Animator when the AnimationType is set to Legacy.
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bool | AutomaticallyPlayLegacyAnimations |
| Turn on this field to play Legacy Animation Clips automatically (The first available Clip will be played).
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float | ResampleFrequency = 4f |
| Defines the FBX Rotation Animation Curve resampling frequency. (1 = every frame, 2 = every 2 frames, 3 = every 3 frames and so on)
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WrapMode | AnimationWrapMode = WrapMode.Loop |
| Default wrap-mode to apply to Animations.
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AnimationClipMapper[] | AnimationClipMappers |
| Mappers used to process Animation Clips.
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ExternalDataMapper | ExternalDataMapper |
| Mapper used to find data Streams on external sources.
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bool | ShowLoadingWarnings |
| Turn on this field to display Model loading warnings on the Console.
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bool | CloseStreamAutomatically = true |
| Turn on this field to close the Model loading Stream automatically.
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int | Timeout = 180 |
| Model loading timeout in seconds (0=disabled).
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bool | DestroyOnError = true |
| Turn on this field to destroy the loaded Game Object automatically when there is any loading error.
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bool | EnsureQuaternionContinuity = true |
| Turn on this field to realign quaternion keys to ensure shortest interpolation paths.
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bool | UseMaterialKeywords |
| Turn on this field to use shader keywords on generated Materials. This field is useful when using Shader Variants to get more control over generated Materials.
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bool | ForceGCCollectionWhileLoading = true |
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bool | MergeVertices = true |
| Turn on this field to merge model duplicated vertices where possible.
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bool | MarkTexturesNoLongerReadable = true |
| Turn on this field to set textures as no longer readable and release memory resources.
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bool | UseUnityNativeNormalCalculator |
| Turn on this field to use the builtin Unity normal calculator. Disabling this field makes TriLib accept more texture file formats, but it uses more memory to load textures.
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bool | ApplyGammaCurveToMaterialColors = false |
| When this field is on, TriLib will also apply the gamma curve to the material colors.
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bool | LoadTexturesAsSRGB = true |
| Turn off this field to load textures as linear, instead of sRGB.
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UserPropertiesMapper | UserPropertiesMapper |
| Mapper used to process User Properties from Models.
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bool | ApplyTexturesOffsetAndScaling = true |
| Turn on this field to apply Textures offset and scaling.
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bool | DiscardUnusedTextures = true |
| Turn off this field to keep unused Textures.
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PivotPosition | PivotPosition |
| Use this field to realign the Model pivot based on the given value.
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bool | ForcePowerOfTwoTextures = false |
| Turn on this field to enforce power of two resolution when loading textures (needed for texture compression and in some platforms).
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int | MaxTexturesResolution |
| Use this field to limit textures resolution. Textures with resolutions higher than this value (when the value is not zero) will not be loaded.
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bool | EnableProfiler |
| Turn on this field to display profiler messages while loading your model.
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bool | UseUnityNativeTextureLoader |
| Turn on this field to use Unity builtin Texture loader instead of stb_image.
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bool | ImportCameras |
| Turn on this field to enable Cameras importing.
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bool | ImportLights |
| Turn on this field to enable Lights importing.
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bool | DisableObjectsRenaming |
| Turn on this field to disable objects renaming. Remarks: this feature may break animations' compatibility as they won't work with duplicate object names.
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bool | MergeSingleChild |
| Turn on this field to merge single child models into a single GameObject.
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bool | SetUnusedTexturePropertiesToNull |
| Turn on this field to set the unused Material Texture Properties to null .
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bool | LoadPointClouds |
| Turn on this field to keep isolated vertices when loading the model (PLY and OBJ only).
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bool | CreateVerticesAsNativeLists |
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bool | CompressMeshes |
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bool | ExtractEmbeddedData = true |
| Turn off this field to disable embedded resources extraction. When this field is on, embedded textures and resources are extracted to disk and can work as a cache system.
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string | EmbeddedDataExtractionPath |
| Path to extract embedded resources. Keep in mind this is an absolute path. If this value is "null", Unity will use the "Persistent Data Path" to store the embedded data.
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FileBufferingMode | BufferizeFiles = FileBufferingMode.Always |
| Change this field to define how TriLib will load files into memory before processing the file (When enabled, decreases loading times, but increases memory usage).
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bool | ConvertMaterialTextures = true |
| Turn off this field to disable "Metallic/Smoothness/Specular/Roughness" automatic textures creation.
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bool | ConvertMaterialTexturesUsingHalfRes = true |
| Turn off this field to set the "Metallic/Smoothness/Specular/Roughness" texture sizes to the full original resolution.
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bool | DisableTesselation |
| Turn on this field to disable polygon tesselation.
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bool | SearchTexturesRecursively = true |
| Turn off this field if you don't want TriLib to search textures inside all folders where the model is located.
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bool | AddAllBonesToSkinnedMeshRenderers |
| Turn on this field to add all available bones to every created SkinnedMeshRenderer.
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bool | EnforceAlphaChannelTextures = true |
| Turn on this field to enforce alpha channel on textures creation.
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NameMapper | NameMapper |
| Use a custom NameMapper to define how the final GameObjects will be named based on the input model data.
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Represents a series of Model loading settings, like Unity Model Importer settings.