If set to false, the importer will not resample curves when possible. Generates the list of all imported Animations. Otherwise, if the model has a single root, it is reused as the Prefab root. If true, always create an explicit Prefab root. Optimize the order of vertices in the mesh to make better use of the GPUs internal caches to improve rendering performance. Optimize the order of polygons in the mesh to make better use of the GPUs internal caches to improve rendering performance. Source of smoothing information for calculation of normals. Smoothing angle (in degrees) for calculating normals. Normal generation options for ModelImporter. The path of the transform used to generation the motion of the animation. Options to control the optimization of mesh data during asset import. The maximum number of bones per vertex stored in this mesh data. Set this to false to disable this behavior. If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Is useFileUnits supported for this asset. Is import of tangents supported by this importer. Is Bake Inverse Kinematics (IK) supported by this importer.Īre mesh vertices and indices accessible from script? Use visibility properties to enable or disable MeshRenderer components.įormat of the imported mesh index buffer data. Basic properties like color and intensity can be animated. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like field of view, near plane distance and far plane distance can be animated.Ĭontrols import of lights. Import animated custom properties from file.Ĭontrols import of cameras. The human description that is used to generate an Avatar during the import process.Ĭontrols how much oversampling is used when importing humanoid animations for retargeting. Generate secondary UV set for lightmapping. Scaling factor used when useFileScale is set to true (Read-only). Generate a list of all default animation clip based on TakeInfo.Īdditional properties to treat as user properties. When disabled, Unity transforms the root GameObject of the hierarchy in order to convert the axis.īake Inverse Kinematics (IK) when importing.Īnimation clips to split animation into. When enabled, Unity transforms the geometry and animation data in order to convert the axis. The Avatar generation of the imported model.Ĭomputes the axis conversion on geometry and animation for Models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up).
Generate auto mapping if no avatarSetup is provided when importing humanoid animation. The default wrap mode for the generated animation clips.
Socket.IO with Node.Allowed error of animation position compression.Īllowed error of animation rotation compression.Īllowed error of animation scale compression. Server-side functionality with Node.js and Express Trimeshes, ConvexPolyhedrons and Compound Shapes Updating THREE.Geometry to THREE.BufferGeometry