emilianavt / VSeeFaceSDK

The VSeeFace SDK for Unity is used to export models in the VSFAvatar format.
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Exporting VSFAvatar causes a re-import of ALL other assets. #25

Open ZenithVal opened 2 years ago

ZenithVal commented 2 years ago

If exporting an avatar in a large project with many other assets it can take hours as it causes a re-import of every other file in the project and occasionally changes the compression settings of textures. The loading bar can be read going through unrelated assets starting from A in alphabetical order (even if exporting something with no dependencies besides standard shader and it's mesh) Occasionally textures compression configurations are also completely overwritten and set to "none"

To save the time for re-importing literally everything I export the avatar as a unity package to a fresh unity project with just the VSF SDK and no other assets. This makes a workflow for VRChat avatars to VSF a huge unnesarary pain pain but it beats waiting an hour to export a single avatar and breaking all other assets.

emilianavt commented 2 years ago

I have had a similar report before, but I cannot reproduce the issue. The export options also don't seem to include anything that should cause this kind of behaviour. Perhaps some Unity setting or another asset that is imported in the large project is causing it?

ZenithVal commented 2 years ago

Perhaps. Though VRChat & VRM's asset bundlers function fine so it has to be something very specific.

emilianavt commented 2 years ago

VRM doesn't use asset bundling at all, so it doesn't really apply.