Runtime export in webGL environment. #455
Replies: 5 comments 16 replies
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Hi @Tripl3Design, That's a great use-case indeed! I never tried, but my approach would be to generate a glb into a memory stream and then:
Would be great if you could give it a shot and report if you found a working solution. Thanks |
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I did a bit of research, and this works for me: `async void GltfExport()
End then use a little php: ` $fh = fopen($fileName , 'wb'); Maybe it's possible without php? The PUT request gave a 405 error. Mybe that's a server issue? |
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It is a standard shader. The basemap is a jpg wich is on the server (to
reduce build size).
It doesn't work in the editor either.
Op wo 31 aug. 2022 12:54 schreef Andreas Atteneder ***@***.***
…:
There is support for texture export (embed in the glb), but only for
certain shaders (Lit; see #385
<#385>). Which ones are you
using and does it work in the editor?
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how to solve this texture loss problem when exporting the model at run time in unity webgl. I used this code to export the model async void ModelExport(GameObject[] models)
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As described in the docs, the runtime export can be used to store and share dynamic, user-generated 3D content.
The provided code snippets to save a gltf or glb to a file on your system works fantastic, but is there a possibility to export to a gltf or glb from an online (webgl) environment to the (hosting) server? That would be a really cool way to generate 3D user generated content.
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