Native Unity GLTF/GLB importer with drag & drop support for instant use. Fully self-contained, no dependencies, works in editor & runtime with fast, seamless model loading.Works on Unity 6 (Many below versions supported too) with the Built-in pipeline, URP and HDRP. The correct shaders are picked automatically per project, so no per-pipeline setup is needed. Draco-compressed models require Unity's free com.unity.cloud.draco package; without it those parts are skipped and the rest still imports.🚀 Introducing glTF Importer for Unity! 🚀Drop a .gltf or .glb file into Unity and use it like any other model. No setup, noexternal dependencies, no asking your players to install anything. It works in theeditor and at runtime, and it figures out your render pipeline for you.Works perfectly with Unity 6, on Built-in, URP and HDRP!🎯 Just Drag & Drop: Bring a .gltf or .glb into your project and Unity imports itexactly like an FBX, a ready prefab with its meshes, materials, textures andanimations tucked inside. Edit the source file and it re-imports on its own. Thereis nothing to configure to get started.🧩 One Importer, Every Pipeline: The render pipeline is detected automatically and the matching shaders are used, so the same file looks right whether your project is Built-in, URP or HDRP. No manual material fixing after import.⚙️ glTF Importer handles:PBR metallic-roughness materials, plus unlit.Albedo, normal, metallic-roughness, occlusion and emissive maps.Embedded textures (inside the .glb) and external image files.Older specular-glossiness materials, converted to metallic-roughness on import.Skinned meshes, blend shapes and animation clips.Cameras and lights.Multiple UV sets, vertex colors and sparse accessors.Extensions: KHR_materials_unlit, KHR_materials_pbrSpecularGlossiness,KHR_texture_transform, KHR_materials_emissive_strength, KHR_lights_punctual,KHR_mesh_quantization and KHR_draco_mesh_compression.📦 Load at Runtime: Let players bring their own models, or stream content into a live game, with a powerful API:using HyTeKGames.glTFImporter;GameObject model = RuntimeGLTF.LoadModelAsGameObject(bytes);GameObject fromDisk = RuntimeGLTF.LoadModelAsGameObject(path);and more !Load from a byte[] you already hold in memory,or straight from a file path. Ask for a full GameObject, a single mesh, or every mesh in the file.🔍 Live 3D Preview: Click an imported model and rotate it right in the Inspector,the way you would an FBX. A short PDF in the package covers the runtime methods.🌐 Where it helps:User-Generated Content: let players import their own props, vehicles or avatars at runtime.Mixed-Pipeline Projects: ship the same assets to Built-in, URP and HDRP withoutrebuilding materials.Fast Iteration: skip the FBX round-trip and pull glTF straight from Bl*nder,Subst*nce, Sketchf*b and the rest. (Trademarks hidden)🧱 No Dependencies: The JSON reader is built in, so there is nothing extra to install.(Draco-compressed geometry is the one exception, it uses Unity's freecom.unity.cloud.draco package when you need it.)📞 SupportFor assistance, whether you have an inquiry, encounter an issue, or wish to propose a new feature, please feel free to reach out using the following contact options:Email: assetstore@hytekgames.netDiscord Username: iamtekDiscord Server: Join HereFor fast assistance, I recommend joining my Discord server, where you cantypically receive support within an hour (unless I'm asleep). I'll look forward tohelping you!🌟 Feedback Welcome!Your positive reviews mean a lot! If the asset has been beneficial, I'd be gratefulfor your positive feedback. If you've encountered any challenges, please reach out to me, and I'll do my best to address and resolve them to your satisfaction.Happy importing! 🛠️📦Unity 6 (6000.4) and newer - Built-in, URP & HDRP.Imports .gltf and .glb, with embedded and external buffers/textures.PBR materials, skinned meshes, blend shapes, animations, cameras and lights.Edit-time import (drag & drop) and a runtime loading API (byte[] or file path)Supported extensions: KHR_materials_unlit, KHR_texture_transform, KHR_materials_emissive_strength, KHR_lights_punctual, KHR_mesh_quantization, KHR_draco_mesh_compressionNo third-party dependenciesAI has been used to improve the asset store illustrations & i'm using AI autocompletion in my IDE.




