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    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.

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