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feat: support local gltf v3 #2075
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AlejandroAlvarezMelucciDCL
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…lugin to bones fix branch for testing.
# Conflicts: # Explorer/Assets/DCL/PluginSystem/World/GltfContainerPlugin.cs # Explorer/Assets/DCL/SDKComponents/AudioSources/Tests/PlayMode/SDKAudioSourcesAutomatedTests.cs # Explorer/Assets/Scripts/ECS/StreamableLoading/DeferredLoading/AssetsDeferredLoadingSystem.cs # Explorer/Assets/Scripts/ECS/StreamableLoading/GLTF/GLTFData.cs # Explorer/Assets/Scripts/ECS/StreamableLoading/GLTF/GetGLTFIntention.cs # Explorer/Assets/Scripts/ECS/StreamableLoading/GLTF/GltFastDownloadProvider.cs # Explorer/Assets/Scripts/ECS/StreamableLoading/GLTF/LoadGLTFSystem.cs # Explorer/Assets/Scripts/ECS/Unity/ECS.Unity.asmdef # Explorer/Assets/Scripts/ECS/Unity/GLTFContainer/Asset/Components/GltfContainerAsset.cs # Explorer/Assets/Scripts/ECS/Unity/GLTFContainer/Asset/Systems/CreateGltfAssetFromRawGltfSystem.cs # Explorer/Assets/Scripts/ECS/Unity/GLTFContainer/Asset/Systems/PrepareGltfAssetLoadingSystem.cs # Explorer/Assets/Scripts/Global/Dynamic/Bootstraper.cs # Explorer/Assets/Scripts/Global/Static/StaticSceneLauncher.cs # Explorer/Assets/Scripts/Global/StaticContainer.cs # Explorer/Packages/manifest.json # Explorer/Packages/packages-lock.json
# Conflicts: # Explorer/Assets/git-submodules/unity-shared-dependencies
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This PR continues the work from #1670
Optimizations
localSceneDevelopment
GltFastDownloadProvider
instance and re-use it instead of instantiating and killing it for every GLTF loaded. The previous approach of having apublic string TargetGltfOriginalPath
is not good because that path is changed before the textures are fetched, when a different GLTF is tryign to be loaded. If optimizing this makes the code too complex or takes too much time let's forget it for now.