GLTFUtility
Allows you to import and export glTF files during runtime and in editor.
glTF is a new opensource 3d model transmission format which supports everything you'll ever need from a format in Unity.
Read more about glTF here
What makes GLTFUtility different?
Focusing on simplicity and ease of use, GLTFUtility aims to be an import-and-forget solution, keeping consistency with built-in functionality.
Installation
Using Unity Package Manager (Help)
1. `"com.siccity.gltfutility": "https://github.com/siccity/gltfutility.git"`
Using git
1. Get Newtonsoft.JSON from one of these sources
* Official upm package: `"com.unity.nuget.newtonsoft-json": "2.0.0-preview"`,
* Unofficial git repo: https://github.com/jilleJr/Newtonsoft.Json-for-Unity
2. Clone GLTFUtility by itself or as a submodule
* Clone into your assets folder `git clone git@github.com:Siccity/GLTFUtility.git`
* Add repo as submodule `git submodule add git@github.com:Siccity/GLTFUtility.git Assets/Submodules/GLTFUtility`
Manual download
1. Get [Newtonsoft.JSON](https://assetstore.unity.com/packages/tools/input-management/json-net-for-unity-11347) from the asset store
2. Download [GLTFUtility-master.zip](https://github.com/Siccity/GLTFUtility/archive/master.zip) and extract to your project assets
Important notice
Features
System
- [x] Editor import
- [ ] Editor export
- [x] Runtime import API
- [ ] Runtime export API
- [x] GLTF format
- [x] GLB format
- [x] Multithreading
- [x] URP #75
- [ ] HDRP #73
- [ ] LWRP
Spec
- [x] Static mesh (with submeshes)
- [x] UVs (up to 8 channels)
- [x] Normals
- [x] Tangents
- [x] Vertex colors
- [x] Materials (metallic/specular, opaque/mask/blend)
- [x] Textures (embedded/external)
- [x] Remote textures (during async only)
- [x] Rig
- [ ] Avatar/Mask #70
- [x] Animations (multiple)
- [x] Morph targets (with experimental names)
- [x] Cameras
Extensions
- [x] KHR_texture_transform (partial support)
- [x] KHR_materials_pbrSpecularGlossiness
- [ ] KHR_lights_punctual #25
- [x] KHR_draco_mesh_compression #27 WARNING: Said to cause issues on WebGL.
- [x] KHR_mesh_quantization
Known issues
ArgumentNullException: Value cannot be null
in build but not in editor.
- This is most likely due to shaders being stripped from the build. To fix this, add the GLTFUtility shaders to the Always Included Shaders list in Graphic Settings.
- Draco compression does not work on iOS and UWP
Runtime import API
// Single thread
using Siccity.GLTFUtility;
void ImportGLTF(string filepath) {
GameObject result = Importer.LoadFromFile(filepath);
}
// Multithreaded
using Siccity.GLTFUtility;
void ImportGLTFAsync(string filepath) {
Importer.ImportGLTFAsync(filepath, new ImportSettings(), OnFinishAsync);
}
void OnFinishAsync(GameObject result, AnimationClip[] animations) {
Debug.Log("Finished importing " + result.name);
}
Important shader note
To ensure that Unity includes the GLTFUtility shaders in builds, you must add these shaders to the 'Always Included Shaders' list.
- Open Edit -> Project Settings
- Open Graphics
- Scroll to Always Included Shaders
- Under Size, increase the value by 4 and hit Enter.
- In the Project panel, navigate to Packages/GLTFUtility/Materials/Built-in.
- In this directory are 4 .shader files.
- Drag and drop each of the 4 files into one of the 4 newly created rows in Always Included Shaders.