1.9.0b - Hotfix Fixed editor checks when running on batch mode Fixed iOS libraries inclusion Added batch mode settings (when running on batch mode, you can pass the following settings to change TriLib behaviour: TRILIB_DISABLE_AUTO_IMPORT, TRILIB_USE_ZIP, TRILIB_OUTPUT_MESSAGES, TRILIB_USE_IOS_SIMULATOR, TRILIB_ENABLE_IOS_FILE_SHARING) Added "Use IOS file Sharing" and "Use IOS Simulator" to TriLib settings area Added "StartOnLogicalDrives" field to "FileOpenDialog" to specify if the dialog will start showing the logical drives Fixed "ProgressHandlingSample" script on UWP Fixed missing filename error when loading from memory or ZIP files Replaced "$$___magic___$$$" on root GameObject names 1.9.0 Fixed missing animation components assignment Fixed aiMaterial_GetShininessStrength and aiMaterial_GetShininess values reading Added options to: Disable Automatic Models loading on Editor, Disable Native Plugins checking, Disable Deprecated Versions checking on Project Settings. Added button to configure Native Plugins metadata on Project Settings. Moved TriLib menu items to Project Settings. Removed hard-coded references to TriLib install path on samples, allowing users to run the samples when TriLib is installed on a different folder. Deprecated AssetLoaderOptions.ForceAnimationComponents field 1.8.9b WebGL native libraries reference fix 1.8.9a Replaced WebGL libraries 1.8.9 STEP reader fixes 3DS progress handler fix FBX reader fixes GLTF2 reader fixes GLTF reader fixes MD4 reader fixes MMD reader fixes OBJ reader fixes DAE reader fixes SMD reader fixes Removed invalid data checking which was preventing some models from loading Removed iOS internal ZLIB dependency (using TriLib own ZLIB) Fixed WebGL issues* Fixed a bug where older Android devices couldn't accept 32-bits indexed meshes Fixed a bug where unnamed embedded textures couldn't be loaded correctly Fixed a bug where temporary textures weren't disposed Fixed memory leaks Fixed material transparency issues Fixed FBX base-64 textures reading bug Fixed async errors catching Fixed bug where textures with empty names would cause errors Fixed samples issues Fixed misc. issues Added Hololens 2 experimental support Added UTF-8 texture path support Added WebGL template which is used on TriLib demo Added WebGL utility class JsHelper which contains methods to read file data from Javascript Added AssetLoaderOptions.UseOriginalPositionRotationAndScale to allow maintaining original model coordinates Added AssetLoaderOptions.MaterialShadingMode to allow material shading mode selection (Standard, Roughness or Specular) Added AssetLoaderOptions.MaterialTransparencyMode to allow material transparency mode selection Added AssetLoaderOptions.LoadRawMaterialProperties to allow custom material data loading. Custom properties will be available on AssetLoaderBase.MaterialData Properties field Added TIFF images support Added AssetLoaderOptions fields: ApplyGlossinessScale, ApplyGlossiness, ApplyNormalScale, ApplyMetallicTexture, ApplyOcclusionTexture, ApplyDisplacementTexture, ApplyNormalTexture, ApplySpecularTexture, ApplyEmissionTexture, ApplyDiffuseTexture, ApplySpecularColor, ApplyEmissionColor, ApplyDiffuseColor, ApplyColorAlpha to allow selectively components loading Added AssetLoaderOptions.DontAddMetadataCollection, when enabled, TriLib will add an AssimpMetadataCollection component to every GameObject child, containing a collection of metadata found while loading the model Added AssetLoaderOptions.ForceAnimationComponents to enforce Animation/Animator components creation even when there are no animated objects on the model *Note: WebGL module isn't working on Unity 2019 yet, we are working on a fix for this issue