Importing GLB into your engine
Pixelforge exports binary glTF 2.0 (.glb). Most engines read it natively. Unity is the one exception.
Quick reference
- Godot 4 — native. Drag the .glb into the FileSystem panel.
- Blender — native. File → Import → glTF 2.0.
- Unreal Engine 5 — native via Interchange. Drag into Content Browser.
- Unity — requires the glTFast package.
Unity — install glTFast first
Unity does not import .glb files out of the box. Install glTFast (free, maintained by Khronos contributors and bundled into Unity's package ecosystem) before dragging in a Pixelforge mesh.
- In Unity, open Window → Package Manager.
- Click the + button → Add package by name.
- Enter
com.unity.cloud.gltfastand click Add. - Drag the .glb into your Assets folder. Unity will import it as a prefab.
Unreal Engine 5
UE5's built-in Interchange importer reads .glb natively and converts to Unreal's coordinate system (Z-up, centimeters) on import.
When generating, pick the Unreal preset only if you import via a non-standard path that skips Interchange's auto-conversion. With the standard drag-into-Content-Browser flow, leave the preset on Generic GLB — Interchange handles the axis and scale for you.
Godot 4
Drop the .glb anywhere in your project's FileSystem. Godot imports it as a scene (.tscn) automatically. Instance it like any other scene.
Blender
File → Import → glTF 2.0 (.glb / .gltf). Materials, textures, and meshes import in a single step.
Troubleshooting
- Mesh is microscopic or astronomically large in Unreal — you selected the Unreal preset but imported through Interchange. Re-export with the Generic GLB preset, or disable Interchange's auto-scale.
- Unity rejects the file — glTFast is not installed. See the Unity section above.
- Mesh imports without textures — verify your engine version supports embedded glTF textures (all engines listed here do; older versions may not).
Back to Generate.