From 849aaa1fb78173da101e82959c3b8c2f17a60630 Mon Sep 17 00:00:00 2001 From: hybridherbst Date: Mon, 11 Sep 2023 14:02:27 +0200 Subject: [PATCH] add tooltip, hide compression options when no textures are present --- Editor/Scripts/GLTFImporter.cs | 3 ++- Editor/Scripts/GLTFImporterInspector.cs | 9 +++++++-- 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/Editor/Scripts/GLTFImporter.cs b/Editor/Scripts/GLTFImporter.cs index f82eb6472..80ecb8d1b 100644 --- a/Editor/Scripts/GLTFImporter.cs +++ b/Editor/Scripts/GLTFImporter.cs @@ -84,7 +84,8 @@ private static void EnsureShadersAreLoaded() [SerializeField] internal bool _importMaterials = true; [Tooltip("Enable this to get the same main asset identifiers as glTFast uses. This is recommended for new asset imports. Note that changing this for already imported assets will break their scene references and require manually re-adding the affected assets.")] [SerializeField] internal bool _useSceneNameIdentifier = false; - [SerializeField] internal GLTFImporterTextureCompressionQuality _textureCompression = GLTFImporterTextureCompressionQuality.Best; + [Tooltip("Compress textures after import using the platform default settings. If you need more control, use a .gltf file instead.")] + [SerializeField] internal GLTFImporterTextureCompressionQuality _textureCompression = GLTFImporterTextureCompressionQuality.None; // for humanoid importer [SerializeField] internal bool m_OptimizeGameObjects = false; diff --git a/Editor/Scripts/GLTFImporterInspector.cs b/Editor/Scripts/GLTFImporterInspector.cs index 56a392357..f047fc985 100644 --- a/Editor/Scripts/GLTFImporterInspector.cs +++ b/Editor/Scripts/GLTFImporterInspector.cs @@ -98,8 +98,13 @@ private void ModelInspectorGUI() EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(GLTFImporter._generateLightmapUVs)), new GUIContent("Generate Lightmap UVs")); EditorGUILayout.Separator(); - EditorGUILayout.LabelField("Compression", EditorStyles.boldLabel); - EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(GLTFImporter._textureCompression))); + // Show texture compression UI if there are any imported textures + var importedTextures = serializedObject.FindProperty("m_Textures"); + if (importedTextures.arraySize > 0) + { + EditorGUILayout.LabelField("Compression", EditorStyles.boldLabel); + EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(GLTFImporter._textureCompression))); + } TextureWarningsGUI(t); }