[WIP] [Model] Add "load model from code" feature#3
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Add model loading from code
* Fix OutOfBounds Exceptions in ModelComponent and ModelRenderProcessor * Add BoundingBox calculation in MeshConverter
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Apr 20, 2026
- Gap stride3d#11: Localization satellite assemblies (Gettext, 8 languages) - Gap stride3d#12: Auto-pack/deploy (guarded by StridePackageBuild to avoid pack failures during standalone builds) - Gap stride3d#13: StrideCompilerTargetsEnable + DisableBuild empty targets - Gap stride3d#15: StridePlatformFullName build dir extension suffix - Gap stride3d#16: _StrideTriggerPackOnInnerBuild for CLI pack ordering - Gap stride3d#17: SharedAssemblyInfo.NuGet.cs replacement for package builds Only Gap stride3d#18 (UWP) remains intentionally deferred. Critical gaps #1 (inner build dispatch) and #3 (.ssdeps) still open for Phase 8.2.
w0wca7a
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Apr 20, 2026
Add Stride.Dependencies.targets with full port of the native dependency management system from Stride.Core.PostSettings.Dependencies.targets. Handles reading/writing .ssdeps manifests, copying native libs and content to output, and NuGet package inclusion with platform-specific handling (desktop, Android, iOS).
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PR Details
Enables loading 3D models (FBX, GLTF, OBJ, etc.) at runtime directly from code using MeshConverter, without requiring asset compilation or ContentManager.
Usage example:
Related Issue
N/A
Importan NOTE
At this time model can not be unload and load again #2101
Post-effects in graphics compositor also not working now and causes exceptions.
Types of changes
Checklist