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Bug when trying to load 2 GLB in WebGL at the same time #131
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It seems that I created an |
Thanks for the report, and detecting the issue...you pinned it down already! :) Looks like I'll fix it today. |
* feat: Support for exporting glTF shader based materials. * feat(test): AssertLogger that does not have expected log items/codes. * feat(test): Tests for GltfMaterialExporter. * refactor: Moved `UvTransform` into main assembly, due to it's generic usefulness. * feat: Material exporter is chosen based on used shader by default. * refactor: Removed redundant shader property identifiers. * refactor: Dedicated test files per render pipeline, since there are subtle differences. * doc: Added docs for glTF material export. fix: Replaced HTML tag superscript with Unicode chars. fix: Markdown removed table trailing pipes. * fix: StandardShaderMode is available, regardless of scripting defines/render pipeline usage. It's in its dedicated file now as well. * chore: Tracking *.jpg files with GIT LFS and converted existing textures.
I try to start loading to GLB files at the same time on WebGL:
https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets/dist/profiles/oculus-touch/right.glb
https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets/dist/profiles/oculus-touch/left.glb
The first one(
right.glb
) loads, the second one(left.glb
) fails but without returningsuccess=false
.It just stops loading at
gltfRoot = await Task.Run( () => ParseJson(json) );
glTFast/Runtime/Scripts/GltFast.cs
Line 292 in cc3c7a3
Waiting for one model to load and then loading the other, does work.
I did notice that while the second model stuck, the first model is in the process of
await Prepare()
glTFast/Runtime/Scripts/GltFast.cs
Line 255 in cc3c7a3
Unity 2019.4.7f1
Also, the package works much faster now and with less stuttering while loading. Thanks :)
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