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:
- Importing 3D models: Godot 4: Importing 3D Models
- LOD configuration: Godot 4 Automatic LOD Tutorial
Textures and materials embedded in the .glb file are imported automatically.
Unreal Engine 5
Static (unrigged) assets
- In the Content Browser, create a folder named
Models - Click
Importand select your .glb files - 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.)
- 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
- Open the Package Manager, click
+and selectInstall Package by Name - Enter
com.unity.cloud.gltfastand clickInstall
(glTFast is Unity’s official glTF/GLB importer, maintained by Unity Technologies) - In the Project window, create a folder named
ModelsinsideAssets - Drag your .glb files into the
Modelsfolder, 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.