Add NDMF Mesh Compression instead of hardcoding guids

This commit is contained in:
Lillith Rose (Device: Lucia) 2025-06-19 12:09:40 -04:00
parent 18a72e2fda
commit fee524fe19
12 changed files with 209 additions and 49 deletions

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@ -0,0 +1,31 @@
using UnityEngine;
public enum RuntimeModelImporterMeshCompression
{
//
// Summary:
// No mesh compression (default).
Off,
//
// Summary:
// Low amount of mesh compression.
Low,
//
// Summary:
// Medium amount of mesh compression.
Medium,
//
// Summary:
// High amount of mesh compression.
High
}
namespace gay.lilyy.MeshCompression
{
public class MeshCompressionConfig : MonoBehaviour, VRC.SDKBase.IEditorOnly
{
public RuntimeModelImporterMeshCompression windowsCompression = RuntimeModelImporterMeshCompression.Off;
public RuntimeModelImporterMeshCompression androidCompression = RuntimeModelImporterMeshCompression.Medium;
}
}

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fileFormatVersion: 2
guid: e1f9481ca8d556f4da72ba66181e3b73
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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{
"name": "MeshCompressionRuntime",
"rootNamespace": "",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 23e6cebda363f004aa6e529a95f8a6fc
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: