Merge pull request #391 from google/update_unity_plugins

Update Unity plug-ins
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FrankGalligan 2018-05-17 10:25:14 -07:00 committed by GitHub
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6 changed files with 19 additions and 24 deletions

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@ -3,7 +3,7 @@
<plist version="1.0"> <plist version="1.0">
<dict> <dict>
<key>BuildMachineOSBuild</key> <key>BuildMachineOSBuild</key>
<string>16G29</string> <string>17D47</string>
<key>CFBundleDevelopmentRegion</key> <key>CFBundleDevelopmentRegion</key>
<string>English</string> <string>English</string>
<key>CFBundleExecutable</key> <key>CFBundleExecutable</key>
@ -27,17 +27,17 @@
<key>DTCompiler</key> <key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string> <string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key> <key>DTPlatformBuild</key>
<string>8E3004b</string> <string>9C40b</string>
<key>DTPlatformVersion</key> <key>DTPlatformVersion</key>
<string>GM</string> <string>GM</string>
<key>DTSDKBuild</key> <key>DTSDKBuild</key>
<string>16E185</string> <string>17C76</string>
<key>DTSDKName</key> <key>DTSDKName</key>
<string>macosx10.12</string> <string>macosx10.13</string>
<key>DTXcode</key> <key>DTXcode</key>
<string>0833</string> <string>0920</string>
<key>DTXcodeBuild</key> <key>DTXcodeBuild</key>
<string>8E3004b</string> <string>9C40b</string>
<key>NSHumanReadableCopyright</key> <key>NSHumanReadableCopyright</key>
<string></string> <string></string>
</dict> </dict>

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@ -66,21 +66,15 @@ C:\Users\nobody> cmake path/to/draco -G "Visual Studio 14 2015 Win64" -DBUILD_UN
Android Android
------- -------
You should first follow the [Android Studio Project Integration](../README.md#android-studio-project-integration) to build Draco within an Android project. Then, to build the plugin for Unity, just add the following flag to build.gradle. You should first follow the steps in [Android Native Builds](../README.md#native-android-builds) to build Draco for Android. Then, to build the plugin for Unity, add the following text to your cmake command line "-DBUILD_UNITY_PLUGIN=ON".
~~~~ bash ~~~~ bash
cppFlags "-DBUILD_UNITY_PLUGIN" cmake path/to/draco -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/armv7-android-ndk-libcpp.cmake -DBUILD_UNITY_PLUGIN=ON
~~~~
You should be able to find the plugin library under:
~~~~ bash
path/to/your/project/build/intermediates/cmake/debug(or release)/obj/your_platform/libdracodec_unity.so
~~~~ ~~~~
Change file extension Change file extension
--------------------- ---------------------
Because Unity can not recognize un-native file extension, you need to change your compressed .drc file to .drc.bytes so that Unity will recognize it as binary file. For example, if you have file `bunny.drc` then change the file name to `bunny.drc.bytes`. Because Unity can only recognize file extensions known to Unity, you need to change your compressed .drc file to .bytes so that Unity will recognize it as a binary file. For example, if you have file `bunny.drc` then change the file name to `bunny.bytes`.
Copy Library to Your Project Copy Library to Your Project
---------------------------- ----------------------------
@ -110,20 +104,15 @@ Copy the scripts in this folder to your project.
Copy wrapper: Copy wrapper:
~~~~ bash ~~~~ bash
cp DracoDecodingObject.cs path/to/your/Unity/Project/Assets/
cp DracoMeshLoader.cs path/to/your/Unity/Project/Assets/ cp DracoMeshLoader.cs path/to/your/Unity/Project/Assets/
~~~~ ~~~~
Copy extened AssetPostProcessor which enables loading (This file is only used for import Draco files):
~~~~ bash
cp DracoFileImporter.cs path/to/your/Unity/Project/Assets/Editor/
~~~~
--- ---
Load Draco Assets in Runtime Load Draco Assets in Runtime
============================ ============================
For example, please see [DracoDecodingObject.cs](DracoDecodingObject.cs) for usage. To start, you can create an empty GameObject and attach this script to it. For example, please see [DracoDecodingObject.cs](DracoDecodingObject.cs) for usage. To start, you can create an empty GameObject and attach this script to it. [DracoDecodingObject.cs](DracoDecodingObject.cs) will load `bunny.bytes` by default.
Enable Library in Script Debugging Enable Library in Script Debugging
---------------------------------- ----------------------------------
@ -134,8 +123,14 @@ If you have library for the platform you are working on, e.g. `dracodec_unity.bu
Import Compressed Draco Assets Import Compressed Draco Assets
============================== ==============================
In this section we will describe how to import Draco files (.drc) to Unity as In this section we will describe how to import Draco files (.drc) to Unity as
other 3D formats in design time, e.g. obj, fbx. other 3D formats at design time, e.g. obj, fbx.
To note that importing Draco files doesn't mean the Unity project will export Draco files as models. It will not save space when exported to package. Note that importing Draco files doesn't mean the Unity project will export models as Draco files.
Copy [DracoFileImporter.cs](Editor/DracoFileImporter.cs) which enables loading (This file is only used for import Draco files):
~~~~ bash
cp DracoFileImporter.cs path/to/your/Unity/Project/Assets/Editor/
~~~~
If you have followed the previous steps, you just need to copy your asset, e.g. `bunny.drc.bytes`, to `Your/Unity/Project/Assets/Resources`, the project will automatically load the file and add the models to the project. If you have followed the previous steps, you just need to copy your asset, e.g. `bunny.drc.bytes`, to `Your/Unity/Project/Assets/Resources`, the project will automatically load the file and add the models to the project.