Unity3D library for importing and exporting GLTF 2.0 assets.
The goal of this library is to support the full glTF 2.0 specification and enable the following scenarios:
- Run-time import of glTF 2.0 files
- Run-time export of glTF 2.0 files
- Design-time import of glTF 2.0 files
- Design-time export of glTF 2.0 files
The library will be modularized such that it can be extended to support additional capabilities in Unity or support additional extensions to the glTF specification. The library was designed to work with Unity 5.6 and above, but is currently only tested/maintained/supported with Unity 2018 and above.
You can install this right from git as Unity Package, compatible with UPM (Unity Package Manager).
- Open
Window > Package Manager
- In Package Manager, click + and select Add Package from git URL
- Paste
https://github.com/UltraCombos/UnityGLTF.git?path=/UnityGLTF/Assets/UnityGLTF#master
- Click Add.
Done!
If you want to target a specific version, specify #release/pfc/1.0.4-preview.17
or another specific tag from the release section instead of #dev
.
Work Items and Issues targeting a 1.0 release of the library can be found in Road to 1.0
- This section is dedicated to those who wish to contribute to the project. This should clarify the main project structure without flooding you with too many details.
- UnityGLTF project is divided into two parts: the GLTFSerializer (Visual Studio Solution), and the Unity Project (which is the package we wish to make available to users).
-
Basic Rundown: The GLTFSerializer is a C# DLL implemented to facilitate serialization of the Unity asset model, and deserialization of GLTF assets.
-
Structure:
- Each GLTF schemas (Buffer, Accessor, Camera, Image...) extends the basic class: GLTFChildOfRootProperty. Through this object model, each schema can have its own defined serialization/deserialization functionalities, which imitate the JSON file structure as per the GLTF specification.
- Each schema can then be grouped under the GLTFRoot object, which represents the underlying GLTF Asset. Serializing the asset is then done by serializing the root object, which recursively serializes all individual schemas. Deserializing a GLTF asset is done similarly: instantiate a GLTFRoot, and parse the required schemas.
-
Building: You will need to build this library into the Plugins folder of the core Unity project:
- Open
GLTFSerialization\GLTFSerialization.sln
and compile for release. This will put the binaries inUnityGLTF\Assets\UnityGLTF\Runtime\Plugins
. - Open the Unity project located in
UnityGLTF\
.- If the meta file gets overridden, the binaries in
UnityGLTF\Assets\UnityGLTF\Runtime\Plugins
should be configured for everything but UWP. The binaries inUnityGLTF\Assets\UnityGLTF\Runtime\Plugins\UWP
should be configured for UWP.
- If the meta file gets overridden, the binaries in
- Open
- Unity Version Be sure that the Unity release you have installed on your local machine is at least the version configured for the project (using a newer version is supported). You can download the free version here. You can run this project simply by opening the directory as a project on Unity.
- Project Components
The Unity project offers two main functionalities: importing and exporting GLTF assets. These functionalities are primarily implemented in
GLTFSceneImporter
andGLTFSceneExporter
.
For details on the automated server-side builds and how to update them, see \scripts\ServerBuilds.md.
- Clone or download the repository (including submodules).
- Open up the Unity project and run any of the example scenes in
Assets/GLTF/Examples
OR run the main scene inAssets
and use theModel List
component to dynamically switch between models.