- Run-time import
- GameObjects
-
⚠️ Entities (see DOTS)
- Fast and small footprint JSON parsing
- Multi-threading via C# job system
- Design-time (Editor) import
- Export
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)
The glTF 2.0 specification is fully supported, with only a few minor remarks.
Detailed list of glTF 2.0 core feature support
-
glTF (gltf + buffers + textures)
-
glTF binary (glb)
-
Scene
- Node hierarchy
- Camera
-
Buffers
- External URIs
- glTF binary main buffer
- Embed buffers or textures (base-64 encoded within JSON)
-
Images
- PNG
- Jpeg
- 2KTX with Basis Universal super compression (via KTX/Basis Texture Unity Package)
-
Materials (see section Materials for details)
- Universal Render Pipeline (URP)
- High Definition Render Pipeline (HDRP)
- Built-in Render Pipeline
-
Primitive Types
- TRIANGLES
- 1POINTS
- 1LINES
- LINE_STRIP
- 1LINE_LOOP
- TRIANGLE_STRIP
- TRIANGLE_FAN
-
Meshes
- Positions
- Normals
- Tangents
- Texture coordinates
- Vertex colors
- Draco mesh compression (via Draco 3D Data Compression Unity Package)
- Implicit (no) indices
- Per primitive material
- Two texture coordinates / UV sets
- Three or more texture coordinates / UV sets (issue)
- Joints (up to 4 per vertex)
- Weights (up to 4 per vertex)
-
Texture sampler
- Filtering (see (limitations))
- Wrap modes
-
Morph targets
-
3Sparse accessors
-
Animation
1: Untested due to lack of demo files.
2: Beta
3: Not on all accessor types; morph targets and vertex positions only
- KHR_draco_mesh_compression
- KHR_materials_pbrSpecularGlossiness
- KHR_materials_unlit
- KHR_texture_transform
- KHR_mesh_quantization
- KHR_texture_basisu
- KHR_lights_punctual (issue)
- KHR_materials_clearcoat (issue)
- KHR_materials_sheen (issue)
- KHR_materials_transmission (issue)
- KHR_materials_variants (issue)
- KHR_materials_ior (issue)
- KHR_materials_specular (issue)
- KHR_materials_volume (issue)
- KHR_xmp
Will not be supported:
- KHR_techniques_webgl
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 be supported:
- 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 | ℹ | ℹ | ❌ |
Sheen | ℹ | ℹ | ❌ |
Transmission | ✓3 | ✓4 | ✓4 |
Variants | ℹ | ℹ | ℹ |
IOR | ℹ | ℹ | ❌ |
Specular | ℹ | ℹ | ❌ |
Volume | ℹ | ℹ | ❌ |
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.
Legend:
- ✅ Fully supported
- ✓ Supported partially
- ℹ Planned (click for issue)
- ❌ No plan to support (click to create issue)
⚠️ 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 initial, experimental 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
- 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
- 1Vertex accessors (positions, normals, etc.) that are used across meshes are duplicated and result in higher memory usage and slower loading (see this comment)
- 1When using more than one samplers on an image, that image is duplicated and results in higher memory usage
- Texture sampler minification/magnification filter limitations (see issue):
- 1There's no differentiation between
minFilter
andmagFilter
.minFilter
settings are prioritized. - 1
minFilter
modeNEAREST_MIPMAP_LINEAR
is not supported and will result inNEAREST
.
- 1There's no differentiation between
1: A Unity API limitation.