Import glb files

This document outlines my current workflow for importing and using .glb files across different game engines. These are the methods I use primarily to verify model quality, checking for rendering artifacts, UV errors, and general mesh integrity, rather than for active game development. As I gain more experience with different engines, this workflow may evolve.

 

Godot 4

Godot natively supports .glb import with no additional plugins required. I follow the workflows established by the Godot community:

Textures and materials embedded in the .glb file are imported automatically.

 

Unreal Engine 5

Static (unrigged) assets

  1. In the Content Browser, create a folder named Models
  2. Click Import and select your .glb files
  3. In the Import dialog, uncheck the following:
    • Common Meshes → Build → Recompute Normals (preserves baked normals from your DCC tool)
    • Common Meshes → Build → Recompute Tangents (preserves baked tangents from your DCC tool)
    • Static Meshes → Build → Build Nanite (avoids Nanite conversion, which can cause issues with smaller or lower-complexity assets, as I’m told.)
  4. Drag the imported mesh into the level

Embedded textures are imported automatically alongside the mesh.

Rigged characters (humanoids)

A different delivery format is required. Unreal Engine is quite particular about asset configuration, especially regarding the skeleton setup. To ensure compatibility, these assets are delivered as a native Unreal Engine project (.uproject), which you can open and migrate assets from into your own project.


Unity 6

  1. Open the Package Manager, click + and select Install Package by Name
  2. Enter com.unity.cloud.gltfast and click Install
    (glTFast is Unity’s official glTF/GLB importer, maintained by Unity Technologies)
  3. In the Project window, create a folder named Models inside Assets
  4. Drag your .glb files into the Models folder, then drag the imported asset into the scene

Textures and materials are imported automatically via glTFast.

 

NOTE: The skeleton/armature compatibility issues encountered in Unreal Engine do not occur in Unity or Godot, rigged characters can be imported directly as .glb files without any special handling.

Scroll to Top