4.5 KiB
Description
This folder contains resources for using Draco within Unity development. Currently we support two types of usages:
- Import Draco compressed mesh as assets during design time.
- Load/decode Draco files in runtime.
Prerequisite
To start, you need to have the Draco unity plugin. You can either use the prebuilt libraries provided in this folder or build from source. Note that the plugin library for different platforms has different file extension.
Platform | Library name |
---|---|
Mac OS | dracodec_unity.bundle |
Android | libdracodec_unity.so |
Windows | dracodec_unity.dll |
Prebuilt Library
We have built library for several platforms:
Platform | Tested Environment |
---|---|
.bundle | macOS Sierra + Xcode 8.3.3 |
armeabi-v7a(.so) | Android 8.1.0 |
.dll | Win10 + Visual Studio 2017 |
Build From Source
You can build the plugins on your own for OSX/Win/Android. Source code for the wrapper is here: src/draco/unity/. Following is detailed building instruction.
Mac OS X
On Mac OS X, run the following command to generate Xcode projects. It is the same as building Draco but with the addition of -DBUILD_UNITY_PLUGIN=ON
flag:
$ cmake path/to/draco -G Xcode -DBUILD_UNITY_PLUGIN=ON
Then open the project use Xcode and build. You should be able to find the library under:
path/to/build/Debug(or Release)/dracodec_unity.bundle
Windows
Similar to OS X build, you need to build Draco with the additional -DBUILD_UNITY_PLUGIN=ON
flag, for example:
C:\Users\nobody> cmake path/to/draco -G "Visual Studio 14 2015" -DBUILD_UNITY_PLUGIN=ON
Or to generate 64-bit version:
C:\Users\nobody> cmake path/to/draco -G "Visual Studio 14 2015 Win64" -DBUILD_UNITY_PLUGIN=ON
Android
You should first follow the steps in Android Native 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".
cmake path/to/draco -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/armv7-android-ndk-libcpp.cmake -DBUILD_UNITY_PLUGIN=ON
Change file extension
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.drc.bytes
.
Copy Library to Your Project
Copy the plugin library to your Unity project in Assets/Plugins/
.
For Android:
cp path/to/your/libdracodec_unity.so path/to/your/Unity/Project/Assets/Plugins/Android/
For Mac:
cp path/to/your/dracodec_unity.bundle path/to/your/Unity/Project/Assets/Plugins/
For Win:
cp path/to/your/dracodec_unity.dll path/to/your/Unity/Project/Assets/Plugins/
Copy Unity Script to Your Project
Copy the scripts in this folder to your project. Copy wrapper:
cp DracoDecodingObject.cs path/to/your/Unity/Project/Assets/
cp DracoMeshLoader.cs path/to/your/Unity/Project/Assets/
Load Draco Assets in Runtime
For example, please see DracoDecodingObject.cs for usage. To start, you can create an empty GameObject and attach this script to it. DracoDecodingObject.cs will load bunny.drc.bytes
by default.
Enable Library in Script Debugging
If you have library for the platform you are working on, e.g. dracodec_unity.bundle
for Mac or dracodec_unity.dll
for Windows. You should be able to use the plugin in debugging mode.
Import Compressed Draco Assets
In this section we will describe how to import Draco files (.drc) to Unity as other 3D formats at design time, e.g. obj, fbx. Note that importing Draco files doesn't mean the Unity project will export models as Draco files.
Copy DracoFileImporter.cs which enables loading (This file is only used for import Draco files):
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.