glTFast is a Unity package for loading glTF 3D files at runtime.
It focuses on speed, memory efficiency and a small build footprint.
Try the WebGL Demo and check out the demo project.
glTFast supports runtime loading of all sorts of glTF 2.0 files. It runs on WebGL, iOS, Android, Windows, macOS and Linux and supports the majority of glTF's features and official extensions.
Most notable restrictions
- Just for static scenes. No animations, skinning/rigs or morph targets supported.
- Unity's built-in render pipeline only (URP and HDRP are planned)
See the list of features/extensions for details and limitations.
Add glTFast via Unity's Package Manager ( Window -> Package Manager ). Click the β on the top left and choose Add package from GIT URL.
Enter the following URL:
https://github.com/atteneder/glTFast.git
To add support for Draco mesh compression, repeat the last step and also add the DracoUnity packages using this URL:
https://gitlab.com/atteneder/DracoUnity.git
Note: You have to have a GIT LFS client (large file support) installed on your system. Otherwise you will get an error that the native library file (dll on Windows) is corrupt!
If you use Unity older than 2019.1, you additionally have to add DRACO_UNITY
to your projects scripting define symbols in the player settings.
glTFast can also be installed from the Open Source Unity Package Registry (experimental).
With older versions of Unity and the Package Manager you have to add the package in a manifest file manually. Add the package's URL into your project manifest
Inside your Unity project there's the folder Packages
containing a file called manifest.json
. You have to open it and add the following lines inside the dependencies
category:
"com.atteneder.draco": "https://gitlab.com/atteneder/DracoUnity.git",
"com.atteneder.gltfast": "https://github.com/atteneder/glTFast.git",
It should look something like this:
{
"dependencies": {
"com.atteneder.draco": "https://gitlab.com/atteneder/DracoUnity.git",
"com.atteneder.gltfast": "https://github.com/atteneder/glTFast.git",
"com.unity.package-manager-ui": "2.1.2",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0"
}
}
Next time you open your project in Unity, it will download the packages automatically. There's more detail about how to add packages via GIT URLs in the Unity documentation.
You can load a glTF asset via HTTP(S) URL or a file path. You can load JSON based glTFs (*.gltf
) and glTF-binary files (*.glb
)
Note: glTFs are loaded via UnityWebRequests. As a result, in the Unity Editor and on certain platforms (e.g. iOS) file paths have to be prefixed with
file://
The simplest way to load a glTF file is to add a GltfAsset
component to a GameObject.
Loading via script can have additional benefits
- Add custom listeners to loading events
- Load glTF once and instantiate it many times
- Tweak and optimize loading performance
This is the most simple way to load a glTF scene from script
var gltf = gameObject.AddComponent<GLTFast.GltfAsset>();
gltf.url = "https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/Duck/glTF/Duck.gltf";
In case you want to trigger custom logic when loading finished, add an event callback:
gltf.onLoadComplete += YourCallbackMethod;
This section is under construction.
When loading glTFs, glTFast let's you optimize for two diametrical extremes
- A stable frame rate
- Fastest loading time
By default each GltfAsset
instance tries not to block the main thread for longer than a certain time budget and defer the remaining loading process to the next frame / game loop iteration.
If you load many glTF files at once, by default they won't be aware of each other and collectively might block the main game loop for too long.
You can solve this by using a common "defer agent". It decides if work should continue right now or at the next game loop iteration. glTFast comes with two defer agents
TimeBudgetPerFrameDeferAgent
for stable frame rateUninterruptedDeferAgent
for fastest, uninterrupted loading
Usage example
IDeferAgent deferAgent;
// For a stable frame rate:
deferAgent = gameObject.AddComponent<GLTFast.TimeBudgetPerFrameDeferAgent>();
// Or for faster loading:
deferAgent = new GLTFast.UninterruptedDeferAgent();
foreach( var url in manyUrls) {
var gltf = go.AddComponent<GLTFast.GltfAsset>();
gltf.loadOnStartup = false; // prevent auto-loading
gltf.Load(url,deferAgent); // load manually with custom defer agent
}
Note 1: Depending on your glTF scene, using the
UninterruptedDeferAgent
may block the main thread for up to multiple seconds. Be sure to not do this during critical game play action.
Note2 : Using the
TimeBudgetPerFrameDeferAgent
does not guarantee a stutter free frame rate. This is because some sub tasks of the loading routine (like uploading a texture to the GPU) may take too long, cannot be interrupted and have to be done on the main thread.
glTF files can contain lots of materials making use of various shader features. You have to make sure all shader variants your project will probably use are included in the build. If not, the materials will be fine in the editor, but not in the builds. glTFast uses custom shaders that are derived from the Unity Standard shaders (and have a similar big number of variants). Including all those variants can make your build big. There's an easy way to find the right subset, if you already know what files you'll expect:
- Run your scene that loads all glTFs you expect in the editor.
- Go to Edit->Project Settings->Graphics
- At the bottom end you'll see the "Shader Preloading" section
- Save the currently tracked shaders/variants to an asset
- Take this ShaderVariantCollection asset and add it to the "Preloaded Shaders" list
An alternative way is to create placeholder materials for all feature combinations you expect and put them in a "Resource" folder in your project.
To enable the experimental support for KTX / Basis Universal support, add the KtxUnity package via the Package Manager (see Installing)
https://github.com/atteneder/KtxUnity.git
Or the manual/legacy way, add this to your manifest.json file:
"com.atteneder.ktx": "https://github.com/atteneder/KtxUnity.git",
If you use Unity older than 2019.1, you additionally have to add KTX_UNITY
to your projects scripting define symbols in the player settings.
Besides speed, the focus at the moment is on users that:
- control the content (are able to create compatible glTFs)
- use it for static content (no animation, skinning or morphing)
I try to keep an up-to-date, detailed roadmap in the milestones section.
The Khronos group (creators of glTF) already provides an excellent Unity Plug-In called UnityGLTF.
It is very well written, has many features and is stable. However, building a project with it (especially WebGL) will lead to huge binary files. This project aims to be a low-profile alternative.
It uses Unity's JsonUtility for parsing, which has little overhead, is fast and memory-efficient (See https://docs.unity3d.com/Manual/JSONSerialization.html).
It also uses fast low-level memory copy methods and Unity's Job system.
...and probably never will be:
- It won't be backwards compatible to glTF 1.0
- It's not an asset manager with instantiation and reference counting support.
- Also not a download manager for asset caching/re-usage. Such stuff should be able to place on top of this library.
Contributions like ideas, comments, critique, bug reports, pull requests are highly appreciated. Feel free to get in contact if you consider using or improving glTFast.
Also, you can show your appreciation and...
Copyright (c) 2019 Andreas Atteneder, All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use files in this repository except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.