We are currently seeking the most efficient workflow for 3D assets to PlayCanvas, we have encountered two key issues:
With the recent introduction of mesh compression in-engine, we are trying to determine the most effective workflow. Currently, the process appears to be somewhat cumbersome.
For instance, we have numerous assets that require compression, while some others do not (due to accurate mesh colliders). It is quite time-consuming, and risky, to enable and disable mesh compression every time we update or add a new asset.
In Unity, for example, an asset can be selected and its compression can be set.
In our existing projects, we used Draco Compressed GLB files exported from Blender, which provided with a bit more control over compression settings.
Currently, when mesh compression is enabled, it appears to “double” the compression on our draco-glbs. However, disabling mesh compression in-engine appears to remove the compression entirely.
We have also discovered that renaming each draco file to maintain its binary file type is not the most efficient solution.
Any feedback or suggestions are greatly appreciated!