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Support KHR_lights_punctual #324

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revyTH opened this issue Dec 12, 2018 · 5 comments
Closed

Support KHR_lights_punctual #324

revyTH opened this issue Dec 12, 2018 · 5 comments

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@revyTH
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revyTH commented Dec 12, 2018

When exporting a scene that contains lights, for example PointLight and then import back in three.js I found that the lights are imported as generic Object3D, instead of light type. Is this the expected behavior?

@stevenvergenz
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This is deliberate, as glTF does not have a native concept of lights. There is a ratified extension for them, and I expect at some point UnityGLTF will support that, but progress is slow.

@revyTH
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revyTH commented Dec 13, 2018

Ah ok, thanks for the information

@ericob ericob changed the title Lights exported as Object3D instead of proper type Support KHR lighting extension Dec 17, 2018
@stevenvergenz stevenvergenz changed the title Support KHR lighting extension Support KHR_lights_punctual Dec 17, 2018
@ericob
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ericob commented Dec 17, 2018

Updating the title of this to track support for this extension

@clstavros
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Hello, can you please confirm this is the active thread concerning including scene lighting in Unity GLB exports and if there is any update on status (or, if I should be looking elsewhere?). thank you!

On a related note: I have noticed the WaterBottle.glb example has nice lighting that looks to be scene driven. But, I cannot figure out how that was achieved. Does anyone have an idea how that lighting was accomplished?

Thank you.

@pfcDorn
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pfcDorn commented Feb 9, 2024

Please update to the latest version and open a new issue if the problem persists. Thanks!

@pfcDorn pfcDorn closed this as completed Feb 9, 2024
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