Use case: Use glTFast Add-on API
This use case describes the steps to use glTFast Add-on API to import custom data from the extras
property of a glTF™ JSON object. This example uses Newtonsoft JSON parser to deserialize data.
To accomplish this use case, do the following:
- Add custom data in a glTF asset
- Create a custom glTF import behavior
- Add assembly definitions
- Set up a new scene
- Import the glTF asset in runtime
Before you start
Before you start, you must add the following package dependencies to your project.
- In the
manifest.json
file, add the following dependencies:
{
"dependencies": {
// Add these lines:
// Replace "<x.y.z>" with the version you wish to install
"com.unity.cloud.gltfast": "<x.y.z>",
"com.unity.nuget.newtonsoft-json": "<x.y.z>"
// Other dependencies...
}
}
How do I...?
Add custom data in a glTF asset
Add some custom data in the extras
property of a glTF JSON object:
"nodes": [
{
// Example of mesh data in a glTF
"mesh": 0,
"name": "Cube",
// Add these lines:
"extras": {
"some-extra-key": "some-extra-value"
}
}
]
Create a custom glTF import behavior
To create a custom glTF import behavior, follow these steps:
- Open your Unity® Project.
- Go to the Assets folder in the Project window.
- Select and hold Create.
- Select C# Script.
- Rename the new script as
CustomGltfImport
. - Open the
CustomGltfImport
script and replace the content with the following:using GLTFast; using GLTFast.Addons; using System; using System.Threading.Tasks; using UnityEngine; using GltfImport = GLTFast.Newtonsoft.GltfImport; public class CustomGltfImport : MonoBehaviour { // Path to the gltf asset to be imported public string Uri; async Task Start() { try { ImportAddonRegistry.RegisterImportAddon(new MyAddon()); var gltfImport = new GltfImport(); await gltfImport.Load(Uri); await gltfImport.InstantiateMainSceneAsync(transform); } catch (Exception e) { Debug.LogException(e); } } public class MyAddon : ImportAddon<MyAddonInstance> { } public class MyAddonInstance : ImportAddonInstance { GltfImport m_GltfImport; public override void Dispose() { } public override void Inject(GltfImportBase gltfImport) { var newtonsoftGltfImport = gltfImport as GltfImport; if (newtonsoftGltfImport == null) return; m_GltfImport = newtonsoftGltfImport; newtonsoftGltfImport.AddImportAddonInstance(this); } public override void Inject(IInstantiator instantiator) { var goInstantiator = instantiator as GameObjectInstantiator; if (goInstantiator == null) return; var _ = new MyInstantiatorAddon(m_GltfImport, goInstantiator); } public override bool SupportsGltfExtension(string extensionName) { return false; } } } public class MyInstantiatorAddon { GltfImport m_GltfImport; GameObjectInstantiator m_Instantiator; public MyInstantiatorAddon(GltfImport gltfImport, GameObjectInstantiator instantiator) { m_GltfImport = gltfImport; m_Instantiator = instantiator; m_Instantiator.NodeCreated += OnNodeCreated; m_Instantiator.EndSceneCompleted += () => { m_Instantiator.NodeCreated -= OnNodeCreated; }; } void OnNodeCreated(uint nodeIndex, GameObject gameObject) { // De-serialize glTF JSON var gltf = m_GltfImport.GetSourceRoot(); var node = gltf.Nodes[(int)nodeIndex] as GLTFast.Newtonsoft.Schema.Node; var extras = node.extras; if (extras == null) return; // Access values in the extras property if (extras.TryGetValue("some-extra-key", out string extraValue)) { var component = gameObject.AddComponent<ExtraData>(); component.someExtraKey = extraValue; } } }
- Repeat step 2-4 to create another new script
- Rename the new script as
ExtraData
. - Open the
ExtraData
script and replace the content with the following:using UnityEngine; class ExtraData : MonoBehaviour { public string someExtraKey; }
Add assembly definitions
In your assembly definition file (.asmdef
file), add the following references:
"references": [
// Add these lines:
"glTFast",
"glTFast.Newtonsoft"
// Other references...
]
Set up a new scene
To set up a new scene, follow these steps:
- Create a new scene.
- Create a GameObject called GltfImport.
- Select Add Component in the Inspector window and add the Custom Gltf Import component.
- In the Uri field, set the path to point to where the glTF asset is stored.
Import the glTF asset in runtime
Select Play, the glTF asset should be loaded and displayed at runtime.
You can verify that the custom data in the extras
property of the glTF is imported correctly by inspecting the loaded glTF asset:
Trademarks
Unity® is a registered trademark of Unity Technologies.
glTF™ is a trademark of The Khronos Group Inc.