Use glTFast to import and export glTF™ 3D files efficiently at runtime or in the Editor.
Unity glTFast is a Package and is installed via the name com.unity.cloud.gltfast
in the Package Manager window in Unity®. See installation for detailed instructions.
Speed, memory efficiency and a small build footprint are focus points of Unity glTFast.
The glTF 2.0 specification and a large and growing number of glTF extensions are supported.
All platforms as well as Universal, High Definition and Built-In Render Pipelines are supported.
Advanced users can customize or extend glTFast in various ways.
See the comprehensive list of supported features and extensions.
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)
Load and instantiate glTF files at runtime in your game/application via Script or the GltfAsset
component.
- 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.
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.
- 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)
Use the Unity Editor as an authoring tool and export your scenes and GameObjects as glTFs.
Warning
This feature is experimental
- Unity runtime loading
- Social media sharing
- Use within the vast glTF eco system, like third-party viewers or asset pipelines
- Archiving
Allows your Unity-powered application/game to export scenes/GameObjects to glTF at runtime.
- 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
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.