GLB Import¶
The procedure is the same as VRM import. Just drag and drop the GLB file into the Assets folder.
ReverseAxis
Setting v0.68.0
¶
The axis you want to reverse can be selected when transforming from glTF’s right-handed, Y-UP coordinate to Unity’s left-handed Y-UP coordinate.
Z-axis (same as before v0.68.0)
X-axis (added from v0.68.0)

Select Reverse Axis
X or Z and click Apply
button. The result will be reflected as shown in the image above.
glb extract¶
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/DamagedHelmet/glTF-Binary
Let’s take this as an example
clear¶
In the initial state (clear), the related Asset (Mesh, Material, Texture, AnimationClip) are stored as SubAsset of GLB.Subordinate assets cannot be changed and ReadOnly.

extract¶
When you press Extract Materials and Textures ...
, it changes as follows.It is extracted from under glb(DamagedHelmet) and becomes an independent Asset. The retrieved assets can be modified.

gltf extract¶
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/DamagedHelmet/glTF
Let’s take this as an example
clear¶
In the initial state (clear), the related Asset (Mesh, Material, Texture, AnimationClip) are stored as SubAsset:The assets under it cannot be changed and are ReadOnly.

gltf extract
In glTF, textures etc. are originally independent files, but they are not used if conversion is needed.In the above example, Default_metalRoughness and Default_AO are the conversion targets.
extract¶
When you press Extract Materials and Textures ...
, it changes as follows.It is extracted from under glb(DamagedHelmet) and becomes an independent Asset. The retrieved assets can be modified.

How to create AssetFiles¶
GLB / GLTF Importer for VRM0 and v0.67 and earlier¶
It will be imported as follows.
vrm0 import
Creates
independent
related asset files such as mesh, texture, material and blendshape.
GLB / GLTF Importer for VRM1 and v0.68 or later¶
It will be imported as follows.
vrm1 import
mesh, material, texture and Expression are created as
SubAsset
.
glb import
material and texture are created as
SubAsset
Extract to change SubAsset¶
SubAssets created with the new Importer cannot be modified.
subasset
Because SubAsset represents a resource in glb or VRM, for example, changing a Material cannot reflect that change in the original glb / VRM.
The FBX Importer works in the same way.
In VRM1 and GLB / GLTF after v0.68, you can extract in Material tab etc.



fbx extract
The material tab of fbx importer has the following buttons.
You can copy the material in fbx to the outside and make it an independent Asset by doing Export Textures ...
or Export Materials ...
.You are free to modify this copied Asset.
Remap associating glb / VRM with external Asset¶
Initially, the assets inside glb / vrm are used, but you can replace them with external assets.Remap manages replacement associations.
When it is None, it means that you are using the SubAsset inside
glb
,vrm
.You can assign an existing Asset
After extract
A SubAsset is exported and assigned to Remap.