GLB Export¶
Starting with v0.68.0
, the glb
file can be create with UniGLTF
module.¶
You can create a glb
file with UniGLTF
contained in UniVRM
.vrm
is for humanoids, but glb
has no particular restrictions and can output any hierarchy.
The procedure is explained below.
Procedure¶
1: Open UniGLTF/Export UniGLTF-2.X.Y
¶

2: Assign a GameObject to ExportRoot
¶
From the Hierarchy window, drag and drop a GameObject into the ExportRoot
field, or you can click ◎ button on the right of the ExportRoot
field and select a GameObject from the dropdown list.
Note that the root (topmost parent) of a GameObject you select should not be a
GLTF
node, but a node stored in the scene with default position, rotation and scale.
3: Click Export
button¶
A SaveFileDialog will pop up, choose a directory and export the GameObject as GLB.
Exportable Components for GLB¶
MeshRenderer + MeshFilter
(Attach them to the child other than the topmost parent)SkinnedMeshRenderer
(Attach it to the child other than the topmost parent)
The top node will be the glTF scene
UniGLTF processes glTF data structures as follows:Since the scene is not a node, there is no movement / rotation / scaling and mesh.
scene0
node00
node01
node010
Animation
(Attach it to the topmost parent. For rotation, input the keyframe of Quaternion. Translation, rotation and scaling are supported. BlendShape is not supported yet)
glTF Animation is not attached to node
It is a data structure that is described in the scene without attaching to node.
Available Shader¶
Standard
default material for glTF
It will be PBR, which is the default material of glTF.
Unlit/Color
,Unlit/Texture
,Unlit/Transparent
,Unlit/Transparent Cutout
,UniGLTF/UniUnlit
glTF KHR_materials_unlit
Record as a glTF KHR_materials_unlit
extension.
Before v0.68.0
¶
Procedure¶
The procedure for creating a glb file is described as follows:
1: Create an empty scene.¶
2: Create an empty GameObject (topmost parent). No translation, rotation and scale.¶
Note that the root (topmost parent) of a GameObject you select should not be a GLTF
node, but a node stored in the scene with default position, rotation and scale.
3: Select an object you want to export and add it to the created parent GameObject.¶
(In this example a Cube object is created. You can add arbitrary objects such as Prefab.)

4: Select the topmost parent GameObject and click Export
(UniGLTF-x.xx
->Export
).¶

5: Enter the file name and the selected GameObject can be exported as the glb
file.¶
Exportable Components for GLB¶
MeshRenderer + MeshFilter
(Attach them to the child other than the topmost parent)SkinnedMeshRenderer
(Attach it to the child other than the topmost parent)Animation
(Attach it to the topmost parent. For rotation, input the keyframe of Quaternion. Translation, rotation and scaling are supported. BlendShape is not supported yet)
Available Shader¶
Standard
,Unlit/Color
,Unlit/Texture
,Unlit/Transparent
,Unlit/Transparent Cutout
andUniGLTF/UniUnlit