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3D Model Editor

Import a Model once and reference it from a 3D Object’s Model component. Start with one model at scale 1 so you can check its size and orientation before adding animation or collision.

Prerequisites

Use a 3D project with Advanced resources visible. Prepare a GLB or glTF file. If the glTF has external buffers or textures, keep the complete file set together and include the required sidecars when importing.

Import and Check the Source

  1. Add a 3D Model and open its Import mode. Choose the source file and any required sidecars.
  2. Wait for validation and inspect the preview. Check geometry, textures, orientation, and reported size.
  3. Use the clip selector to compare Rest Pose with any imported animation clips. A model without animation can still be used as static geometry.
  4. Set the resource’s scale and orientation deliberately. Place a one-metre primitive beside the Model in your Scene to check its size.
  5. Save and reopen the Model. Then choose it in a 3D Object’s Model component, place one instance, and inspect it through the runtime Camera.

The importer stores a self-contained GLB. It resolves sidecars and normalizes supported Draco and meshopt compression during import. If a KTX2 texture has an ordinary image alternative, the importer can use that alternative. A texture with only unsupported supercompressed data is refused; re-export with uncompressed textures.

Assign Animation and Constraints

The Animator field can select a reusable state graph. An unassigned Animator uses the offered automatic animation behavior; it does not create an authored transition graph. Use the Animator guide for named states and conditions.

IK Setup selects a reusable constraint resource. Preview it on the same skeleton, then assign it to the Model. Bone names and hierarchy matter; a setup made for another model can have unresolved bones. See IK Setups.

Capsule Shadows mode edits the Model’s shadow proxy. It changes shadow representation, not the mesh’s physical Collider. Begin with the Model’s appearance and ordinary Scene lighting before tuning the proxy; the lighting guide explains casting choices.

Replace a Source Safely

Keep the resource and use its source-link/reimport workflow when replacing exported art. Review the staged changes before applying them. Mesh, material, bone, and clip names can be consumed by other resources, so check those connections after a replacement. A linked source identifies where the art came from; the game uses the imported stored payload.

Expected result: the placed Object shows the imported geometry at the intended world size, with its textures and chosen clips. A model visible in the editor can still be outside the runtime Camera or have an inactive placement.

Troubleshooting

If import reports a missing buffer or texture, include the referenced sidecar or export a self-contained GLB. If geometry looks wrong after replacement, check source units, resource scale, Transform scale, material assignments, and changed names.

If an animated Model stays still, check that its stored clips exist, its Animator points to those clips, and gameplay is running. If the mesh draws but contact passes through it, configure collision separately. See 3D Scenes and the Model component reference.

Myth Engine Documentation