glTFast requires Unity 2019.4 or newer.
- ✅ Fully supported
- ☑️ Partially supported
- ℹ️ Planned (click for issue)
- ⛔️ No plan to support (click for issue)
?
: Unknown / Untestedn/a
: Not available
All of Unity's platforms are supported. glTFast is tested or was reported to run on:
- WebGL
- iOS
- Android
- Windows
- macOS
- Linux
- Universal Windows Platform
- Lumin (Magic Leap)
Runtime | Editor (design-time) | |
---|---|---|
GameObject | ||
Import | ✅️ | ✅ |
Export | ℹ️ | 1 ☑️ |
Entities (see DOTS) | ||
Import | ☑️ | n/a |
Export | n/a |
1: glTF export currently only works on Unity 2020.2 or newer.
The glTF 2.0 specification is fully supported, with only a few minor remarks.
Import | Export | |
---|---|---|
Format | ||
glTF (.gltf) | ✅ | ✅ |
glTF-Binary (.glb) | ✅ | ✅ |
Buffer | ||
External URIs | ✅ | ✅ |
GLB main buffer | ✅ | ✅ |
Embed buffers or textures (base-64 encoded within JSON) | ✅ | |
meshoptimizer compression (via package) | ✅ | |
Basics | ||
Scenes | ✅ | ✅ |
Node hierarchies | ✅ | ✅ |
Cameras | ✅ | |
Images | ||
PNG | ✅ | ✅ |
Jpeg | ✅ | ✅ |
KTX with Basis Universal compression (via KtxUnity) | ✅ | |
Texture sampler | ||
Filtering | ✅ with limitations | ✅ with limitations |
Wrap modes | ✅ | ✅ |
Materials Overview (see details) | ||
Universal Render Pipeline (URP) | ✅ | ☑️ |
High Definition Render Pipeline (HDRP) | ✅ | ☑️ |
Built-in Render Pipeline | ✅ | ☑️ |
Topologies / Primitive Types | ||
TRIANGLES | ✅ | ✅ |
POINTS | ✅ | ✅ |
1LINES | ✅ | ✅ |
LINE_STRIP | ✅ | ✅ |
1LINE_LOOP | ✅ | ✅ |
TRIANGLE_STRIP | ||
TRIANGLE_FAN | ||
Quads | n/a |
✅ via triangulation |
Meshes | ||
Positions | ✅ | ✅ |
Normals | ✅ | ✅ |
Tangents | ✅ | ✅ |
Texture coordinates / UV sets | ✅ | ? |
Three or more texture coordinates / UV sets | issue | ? |
Vertex colors | ✅ | ? |
Draco mesh compression (via DracoUnity) | ✅ | |
Implicit (no) indices | ✅ | |
Per primitive material | ✅ | ✅ |
Joints (up to 4 per vertex) | ✅ | |
Weights (up to 4 per vertex) | ✅ | |
Morph Targets / Blend Shapes | ||
Sparse accessors | 2 ✅ | |
Skins (sponsored by Embibe) | ✅ | |
Animation | ||
via legacy Animation System | ✅ | |
via Playable API (issue) | ||
via Mecanim (issue) |
1: Untested due to lack of demo files.
2: Not on all accessor types; morph targets and vertex positions only
Import | Export | |
---|---|---|
Khronos | ||
KHR_draco_mesh_compression | ✅ | |
KHR_materials_pbrSpecularGlossiness | ✅ | |
KHR_materials_unlit | ✅ | ✅ |
KHR_texture_transform | ✅ | ✅ |
KHR_mesh_quantization | ✅ | |
KHR_texture_basisu | ✅ | |
KHR_lights_punctual | ✅ | |
KHR_materials_clearcoat | ℹ️ | |
KHR_materials_sheen | ℹ️ | |
KHR_materials_transmission | ℹ️ | |
KHR_materials_variants | ℹ️ | |
KHR_materials_ior | ℹ️ | |
KHR_materials_specular | ℹ️ | |
KHR_materials_volume | ℹ️ | |
KHR_xmp_json_ld | ️ | |
Vendor | ||
1EXT_mesh_gpu_instancing | ✅ | |
EXT_meshopt_compression | ✅ | |
EXT_lights_image_based | ℹ️ |
1: Without support for custom vertex attributes (e.g. _ID
)
Not investigated yet:
- AGI_articulations
- AGI_stk_metadata
- CESIUM_primitive_outline
- MSFT_lod
- MSFT_packing_normalRoughnessMetallic
- MSFT_packing_occlusionRoughnessMetallic
Will not become supported (reason in brackets):
- KHR_xmp (archived; prefer KHR_xmp_json_ld)
- KHR_techniques_webgl (archived)
- ADOBE_materials_clearcoat_specular (prefer KHR_materials_clearcoat)
- ADOBE_materials_thin_transparency (prefer KHR_materials_transmission)
- EXT_texture_webp (prefer KTX/basisu)
- FB_geometry_metadata (prefer KTX_xmp)
- MSFT_texture_dds (prefer KTX/basisu)
Material Feature | URP | HDRP | Built-In |
---|---|---|---|
PBR1 Metallic-Roughness | ✅ | ✅ | ✅ |
PBR1 Specular-Glossiness | ✅ | ✅ | ✅ |
Unlit | ✅ | ✅ | ✅ |
Normal texture | ✅ | ✅ | ✅ |
Occlusion texture | ✅ | ✅ | ✅ |
Emission texture | ✅ | ✅ | ✅ |
Alpha modes OPAQUE/MASK/BLEND | ✅ | ✅ | ✅ |
Double sided / Two sided | ✅ | ✅ | ✅ |
Vertex colors | ✅ | ✅ | ✅ |
Multiple UV sets | ✅2 | ✅2 | ✅2 |
Texture Transform | ✅ | ✅ | ✅ |
Clear coat | ℹ️ | ℹ️ | ⛔️ |
Sheen | ℹ️ | ℹ️ | ⛔️ |
Transmission | ☑️3 | ☑️4 | ☑️4 |
Variants | ℹ️ | ℹ️ | ℹ️ |
IOR | ℹ️ | ℹ️ | ⛔️ |
Specular | ℹ️ | ℹ️ | ⛔️ |
Volume | ℹ️ | ℹ️ | ⛔️ |
1: Physically-Based Rendering (PBR) material model
2: Two sets of texture coordinates (as required by the glTF 2.0 specification) are supported, but not three or more (issue)
3: There are two approximation implementations for transmission in Universal render pipeline. If the Opaque Texture is enabled (in the Universal RP Asset settings), it is sampled to provide proper transmissive filtering. The downside of this approach is transparent objects are not rendered on top of each other. If the opaque texture is not available, the common approximation (see 4 below) is used.
4: Transmission in Built-In and HD render pipeline does not support transmission textures and is only 100% correct in certain cases like clear glass (100% transmission, white base color). Otherwise it's an approximation.
Material export is currently only tested on the following shaders:
- Universal and High Definition render pipeline
Lit
Unlit
- Built-In render pipeline
Standard
Unlit
Other shaders might (partially) work if they have similar properties (with identical names).
Material Feature | URP1 | HDRP2 | Built-In3 |
---|---|---|---|
PBR Metallic-Roughness | ✅ | ✅ | ✅ |
PBR Specular-Glossiness | |||
Unlit | ✅ | ✅ | ✅ |
Normal texture | ✅ | ✅ | ✅ |
Occlusion texture | ✅ | ✅ | ✅ |
Emission texture | ✅ | ✅ | ✅ |
Alpha modes OPAQUE/MASK/BLEND | ✅ | ✅ | ✅ |
Double sided / Two sided | ✅ | ✅ | ✅ |
Vertex colors | ? |
? |
? |
Multiple UV sets | ? |
? |
? |
Texture Transform | ✅ | ✅ | ✅ |
Clear coat | n/a |
||
Sheen | ? |
? |
n/a |
Transmission | n/a |
||
Variants | |||
IOR | n/a |
||
Specular | |||
Volume | n/a |
1: Universal Render Pipeline Lit Shader
2: High Definition Render Pipeline Lit Shader
3: Built-In Render Pipeline Standard and Unlit Shader
⚠️ Note: DOTS is highly experimental and many features don't work yet. Do not use it for production ready projects!
Unity's Data-Oriented Technology Stack (DOTS) allows users to create high performance gameplay. glTFast has experimental import support for it.
Instead of traditional GameObjects, glTFast will instantiate Entities with Hybrid Renderer (version 2) components.
Possibly incomplete list of things that are known to not work with Entities yet:
- Animation
- Skinning
- Morph targets
- Cameras
- Lights
- First, go through the official DOTS project setup
- Make sure to enable Hybrid Renderer V2
- Use
GltfEntityAsset
instead ofGltfAsset
- For customized behavior, use the
EntityInstantiator
instead of theGameObjectInstantiator