diff --git a/UnityGLTF/Assets/UnityGLTF/Scripts/GLTFSceneImporter.cs b/UnityGLTF/Assets/UnityGLTF/Scripts/GLTFSceneImporter.cs index 28387bc4c..408fe9ea7 100644 --- a/UnityGLTF/Assets/UnityGLTF/Scripts/GLTFSceneImporter.cs +++ b/UnityGLTF/Assets/UnityGLTF/Scripts/GLTFSceneImporter.cs @@ -990,11 +990,6 @@ async Task ConstructUnityTextureFromBytes(byte[] buffer, int offset, int length, if (doTextureCompression) { texture.Compress(true); - if (verbose) - { - var raw = texture.GetRawTextureData(); - Debug.Log("Compressed format: " + texture.format + ", size: " + raw.Length + ",mips: " + texture.mipmapCount + ", bytes: " + raw[0] + " " + raw[1] + " " + raw[2] + " " + raw[3]); - } } } textureRef.texture = texture; @@ -1782,20 +1777,6 @@ protected virtual async Task ConstructMesh(GLTFMesh mesh, Transform parent, int meshFilter.sharedMesh = curMesh; } - // Doing this after the mesh is assigned to the MeshFilter because - // sometimes when terrain is replaced, the first mesh is destroyed after - // the call to BakeMesh to no known reason -#if UNITY_2019_3_OR_NEWER - if (this.Collider == ColliderType.Mesh) - { - int unityMeshId = curMesh.GetInstanceID(); - await Task.Run(() => Physics.BakeMesh(unityMeshId, false)); - if (mesh == null) - { - Debug.Log("Mesh is now null after baking the colliders!"); - } - } -#endif UnityEngine.Collider collider = null; switch (Collider) {