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22 changes: 19 additions & 3 deletions Runtime/Scripts/GLTFSceneExporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1048,17 +1048,33 @@ private SceneId ExportScene(string name, Transform[] rootObjTransforms)
scene.Name = name;
}

if(_exportContext.TreatEmptyRootAsScene)
// If we have a single root object, we may want to either collapse it into the
// glTF scene on export, or include a flag to mark it as the single root node.
if (rootObjTransforms.Length == 1)
{
// if we're exporting with a single object selected, that object can be the scene root, no need for an extra root node.
if (rootObjTransforms.Length == 1 && rootObjTransforms[0].GetComponents<Component>().Length == 1) // single root with a single transform
if (_exportContext.TreatEmptyRootAsScene && rootObjTransforms[0].GetComponents<Component>().Length == 1)
{
// If the single selected object is empty and `TreatEmptyRootAsScene` is `true`, treat
// it as the glTF scene itself, and its children become the glTF scene's root nodes.
var firstRoot = rootObjTransforms[0];
var newRoots = new Transform[firstRoot.childCount];
for (int i = 0; i < firstRoot.childCount; i++)
newRoots[i] = firstRoot.GetChild(i);
rootObjTransforms = newRoots;
}
else
{
bool isTransformIdentity = rootObjTransforms[0].localPosition == Vector3.zero &&
rootObjTransforms[0].localRotation == Quaternion.identity &&
rootObjTransforms[0].localScale == Vector3.one;
if (isTransformIdentity)
{
// Flag the scene as having a single root node, so that any importer which recognizes
// the flag can skip generating an extra unnecessary root node for the glTF scene itself.
// UnityGLTF already does this implicitly on import, but this makes it explicit for other importers.
DeclareExtensionUsage("GODOT_single_root");
}
}
}

scene.Nodes = new List<NodeId>(rootObjTransforms.Length);
Expand Down