Skip to content

Latest commit

 

History

History
101 lines (64 loc) · 4.03 KB

index.md

File metadata and controls

101 lines (64 loc) · 4.03 KB

Unity glTFast Documentation

Unity glTFast enables use of glTF™ (GL Transmission Format) asset files in Unity.

It focuses on speed, memory efficiency and a small build footprint while also providing:

  • 100% glTF 2.0 specification compliance
  • Ease of use
  • Robustness and Stability
  • Customization and extensibility for advanced users

Features

Unity glTFast supports the full glTF 2.0 specification and many extensions. It works with Universal, High Definition and the Built-In Render Pipelines on all platforms.

See the comprehensive list of supported features and extensions.

Workflows

There are four use-cases for glTF within Unity

Schematic diagram of the four glTF workflows

Runtime Import/Loading

Load and instantiate glTF files at runtime in your game/application via Script or the GltfAsset component.

Benefits of Runtime Import

  • Efficiently load dynamic and/or third-party assets
    • Make use of state-of-the art mesh and texture compression methods, like KTX™/Basis Universal, Draco™ and meshoptimizer.
  • No need to re-build your application or Asset Bundles upon Unity version upgrades

glTF was specifically designed for vendor-independent transmission and runtime loading and naturally plays its strengths there.

Editor Import (Design-Time)

Although primarily designed for runtime, glTF's effective design and its modern, physically-based material definition make it great for most simple DCC (digital content creation) interchange as well.

Read about usage below.

Benefits of Editor Import
  • Less friction between artists and developers due to glTF as standardized interface
    • Example: artists don't need to know or follow Unity shader specific conventions and thus developers don't need to instruct them
  • Enables adding rich interaction and behavior to assets (e.g. custom scripts or animation controllers)
  • In conjunction with Editor Export, Unity becomes a complete tool for re-mixing 3D content
  • ¹Use default Lit (URP/HDRP) or Standard (Built-in render pipeline) materials

¹: Not yet supported (see issue)

Editor Export

Use the Unity Editor as an authoring tool and export your scenes and GameObjects as glTFs.

Note: This feature is experimental

Use-cases for Editor Export

Runtime Export

Allows your Unity-powered application/game to export scenes/GameObjects to glTF at runtime.

Use-cases for Runtime Export
  • Preserve dynamic, user-generated 3D content
    • Create metaverse-ready 3D snapshots of a current state / game action
    • 3D product configurations (e-commerce)
  • Build high level editing and authoring tools with Unity
  • Social media sharing

Note: This feature is coming soon (see issue)

Trademarks

Unity® is a registered trademark of Unity Technologies.

Khronos® is a registered trademark and glTF™ is a trademark of The Khronos Group Inc.

KTX™ and the KTX logo are trademarks of the The Khronos Group Inc.

Draco™ is a trademark of Google LLC.