godotengine / godotengine/godot

glTF export does not apply uv1_* and uv2_* properties

Open
#115,355 0 comments 0 reactions 0 assignees View on GitHub
bug topic:3d topic:editor
Dominant language
C++
Stars
117k
Forks
26.8k
PR merge metrics
PR metrics pending

Description

### Tested versions

Tested in v4.6.rc2.mono.official [78c6632eb]

### System information

Godot v4.6.rc2.mono - Windows 10 (build 19045) - Multi-window, 3 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 Ti (NVIDIA; 32.0.15.8157) - AMD Ryzen 5 5600X 6-Core Processor (12 threads) - 31.92 GiB memory

### Issue description

`uv1_scale` `uv1_offset` `uv1_triplanar` and the corresponding `uv2_` props do not apply to the exported glTF file.

### Steps to reproduce

Change the `uv1_offset` of a material then export it by doing Scene -> Export As... -> glTF 2.0 Scene.
Open the exported glTF file, the offset will be incorrect.

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

Research direction

Start by reproducing the issue through Scene → Export As... → glTF 2.0 Scene after changing a material's uv1_offset. Trace the glTF export path to determine where uv1_* and uv2_* properties are handled; done means the exported glTF preserves those property values.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev, tooling
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.