GDevelop: GLB Model Animation Update Bug
It seems like you've run into a frustrating snag with GDevelop, specifically when trying to update your GLB models with new animations. You're not alone in experiencing this! Many users have found that GDevelop doesn't always pick up the latest animations when a new version of a GLB file is uploaded. This issue is particularly noticeable when you try to update an existing model within a project, whereas starting a fresh project seems to bypass the problem. Let's dive deep into why this might be happening and explore some potential workarounds.
Understanding the GLB Model Animation Update Challenge in GDevelop
When you're working with 3D models in GDevelop, the GLB format is a popular choice due to its efficiency and ability to embed animations directly. However, as you've discovered, GDevelop can sometimes struggle to recognize updated animations within an existing GLB file. The problem typically manifests when you upload a new version of your GLB file, either through the project's resource manager or by directly editing the object's properties. Instead of GDevelop recognizing the new animations and making them available for use, it might report that all animations are already added, or simply ignore the changes altogether. This forces users to create a new project from scratch to get the updated animations working, which is obviously a significant time sink and a major roadblock in development. This behavior suggests a potential caching issue or a problem with how GDevelop parses and updates the animation data within the GLB files when they've already been imported once. The core of the problem lies in the asset management system of GDevelop when dealing with iterative updates of complex 3D assets.
Why This Happens: A Deeper Look
There are several reasons why GDevelop might not be updating your GLB model animations as expected. One primary suspect is asset caching. When you first import a GLB file, GDevelop likely stores a version of its data, including the animations, in its cache. If the underlying file is modified but the filename remains the same, GDevelop might not trigger a full re-import or re-scan of the animations. Instead, it might rely on the cached information, which is now outdated. This is a common optimization technique in software to speed up loading times, but it can cause headaches when assets are frequently updated. Another possibility is how GDevelop handles the metadata associated with the GLB file. Each GLB file can contain embedded animations, and GDevelop needs to parse this information correctly to list and manage them. If the parsing logic has a bug or doesn't adequately handle updates to existing animation tracks, it could lead to the animations not being recognized. The fact that it works when creating a new project points towards an issue specific to the project's internal state or asset database rather than a fundamental flaw in the GLB import process itself. When you create a new project, GDevelop starts with a clean slate, and the GLB is imported fresh, allowing it to correctly identify all embedded animations. In an existing project, there's existing data that might conflict or prevent the proper detection of new animation data. This suggests that the problem isn't necessarily with the GLB file itself, but with GDevelop's mechanism for updating existing assets within a project context. It's a subtle but crucial distinction that impacts the workflow significantly. The engine's internal asset pipeline for 3D models might not be designed for seamless, live updates of complex animation data without some form of manual intervention or a project reset. This makes iterative refinement of 3D assets a more cumbersome process than it ideally should be for game development.
Reproducing the GLB Animation Update Bug
To help GDevelop developers understand and fix this bug, it's essential to have clear steps to reproduce it. You've outlined these well, but let's elaborate to ensure maximum clarity for anyone encountering this issue. The process starts with a baseline 3D model. Step 1: Create a new 3D Model. This implies creating a 3D model from scratch or using an existing one that serves as a starting point. Step 2: Import a .glb without any animations. This is crucial. You import the initial version of your GLB file into your GDevelop project, and at this stage, it has no animations associated with it. Step 3: Save the project. After importing the animation-less GLB, you save your GDevelop project. This action likely solidifies the initial import state within the project's data. Step 4: Upload a new version of the same .glb model with animations. This is where the problem occurs. You then take the same GLB file (or a new version of it that now includes animations) and attempt to update the existing resource in GDevelop. This could be done through the project's resource manager or by re-assigning the GLB file in the object's properties. Expected Behavior: GDevelop should recognize that the GLB file has been updated and detect the newly added animations. These animations should then be listed and selectable within the GDevelop editor. Actual Behavior: As you've observed, GDevelop fails to recognize the new animations. It might either incorrectly state that all GLB animations are already added (even though none were there initially or the new ones aren't showing) or simply not list the new animations at all. The only reliable way to get these animations working is to start a completely new GDevelop project and repeat steps 1-3, importing the animated GLB file from the beginning. This