I'm glad you're asking that question. After doing a bit of research this week we found out that our original plan, which required overriding/boxing of Unity Material, apparently isn't possible under the current API. As such we have no choice but to resort to transparent run-time patching and keep the current level of redundancy in the builds. That said, we'll have to keep the same 1.xx workflow in 2.xx.Originally Posted by PolishRenegade
We might add support for regular RGB lightmaps only, not the RNM/Directional kind. But yes, lightmaps are supported, they just won't be virtualized/streamed.Originally Posted by PolishRenegade
Indeed, they are. We provide support for project-wide virtual textures to share all texture data between all your scenes. One of our customers is already using this feature successfully on a open world style game.Originally Posted by PolishRenegade
It is usable right now even for 3000 materials but there might be some noticeable lag in the editor and high CPU usage. We are absolutely determined to fix all the scalability issues and will do so in time for 2.xx.Originally Posted by PolishRenegade
Do you mean bundling the virtual texture? Or be able to virtualize bundled assets. No to the former but yes to the latter.Originally Posted by PolishRenegade
At the moment we can't bundle virtual textures but we are trying to find an effective way to do it.