3D import: workflow
Choose the right guide, follow a workflow and diagnose the result.
Prepare a model for import
Transfer dependencies as well as geometry. With glTF, external images and buffers must remain at the expected paths. GLB can embed data, but does not promise that every material will automatically match the source DCC application.
Before tuning effects, check scale, orientation and hierarchy. Then compare base color, metallic/roughness, normals, transparency and double-sided settings. Visible geometry is not automatically a physics collider.
Work in order
| Step | Guide |
|---|---|
| Select a format and check requirements | Available formats |
| Prepare source scale, surfaces and animation | Model preparation |
| Configure object types and collision generation by name | Suffixes and Entity types |
| Configure roots, materials and reimporting | Import configuration |
| Configure individual model parts | Advanced import |
Change one setting and check the reimported result. If two instances share one Mesh or Material, editing that resource can affect both. Explicitly separate the relevant resource for a local variation.
Diagnose a problem
| Problem | Check |
|---|---|
| Missing texture | Dependency path, file presence and reimport |
| Wrong size or direction | Source units, root transform and import settings |
| Solid leaves or cutouts | Transparency mode, alpha cutoff and material |
| Different reflections or roughness | Metallic/roughness, texture channels, lighting and material |
| No collision | Separate physics shape or collision-generation settings |
| Edit disappears after source update | Whether the edit changed import settings, an external resource or generated output |
For loading external models during gameplay, see runtime files. Each runtime loader is limited by its implementation; editor FBX or Blender import does not establish equivalent loading in an exported game.