docs.unity3d.com
    Show / Hide Table of Contents

    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

    • Import
      • Runtime Import/Loading in games/applications
      • Editor Import (i.e. import assets at design-time)
    • Export
      • Runtime Export (save and share dynamic, user-generated 3D content)
      • Editor Export (Unity as glTF authoring tool)

    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
    • Unity runtime loading
    • Social media sharing
    • Use within the vast glTF eco system, like third-party viewers or asset pipelines
    • Archiving

    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.

    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023