- GLB/GLTF is our recommended file type, but we also support FBX and OBJ. Click here to find other supported file formats.
- Make sure when exporting your file, enable "embedded media"/ textures if available
- When ready to upload, follow the instructions here.
- Want to learn more about adding hotspots, special textures, and colliders to your model? See this article.
Target file metrics (ranked in order of importance)
- Recommended: 1024px x 1024px, and a maximum of 8 textures per file.
- Maximum: 1024px x 1024 px, up to 16 textures OR 2048px x 2048px, maximum of 4 textures per file.
- Object Count:
- For environment object: Less than 10
- For single object: Less than 3
- For environment object: 20
- For single object: 5
- Vertex Count:
- For environment object: Less than 100k
- For single object: Less than 30k
- For environment object: 300k
- For single object: 50k
- For environment object: Less than <60k
- For single object: Less than 15k
- For environment object: 180k
- For single object: 30k
- Recommended: Unlit
- Supported: Unlit, Metallic/Roughness and Specular/Glossiness PBR
- We support realtime shadows only on mobiles (Android/iOS) but it does not have the best quality
- We recommend to bake lighting into textures for a more impressive model
How to optimize textures
- Try downsizing the textures first (You can do this in MS Paint, Preview or Photoshop)
- The more textures that are in the model, the more important it is to keep them at a lower resolution
TIP: If you want to embed special textures like water, glass, or mirror, please see this article.
My model uploaded, but the textures are missing. How do I fix this?
You'll need to re-zip your file to merge it with the textures.
1. Take your model (.glb, .gltf, or any other supported file type) and in your files, select the textures and the model, right-click, then zip the model.
2. Directly drag and drop the .zip file into Spatial. Your textures should now appear on the model.
How to optimize models
- Draw call: Merge objects as much as possible. Note that the merged model needs to have one material. If one object has multiple material, draw call will be the same. (per object * per material)
- Vertex count: Weld vertices if they are not hard edge lines. And you can simply use some tools to reduce the vertex count. (i.e. Decimate Modifier in Blender)
- Pixel overdraw: Pixel overdraw sometimes impact much on some platforms. Try to avoid to use transparent(alpha-blend) objects and if it's transparent, keep the area small as much as possible.
For more advanced decimation tools see recommendations below.
Looking for a simple decimation tutorial? Check out this video.
- It has various APIs and is quite scriptable. But that’s historically been used for large game titles and has traditionally been licensed per shipping title (Microsoft’s recommendation)
- An open-source option with automatic mesh optimization (Microsoft’s recommendation)
- Sketchfab Help
How to convert your 3D file to GLB
GLB, glTF and FBX are supported, but GLB is our recommended file type.
Explore the tools below to convert your models.
- GitHub - Facebook Incubator FBX to glTF - need to use it through command line
GLB Packer - use this to convert from glTF to GLB(especially useful if taking models from Sketchfab, or if using non-embedded glTF)
- Blender - is free and open-source software that you can use it to create a glb file. Blender’s glb exporter results are quite accurate
- Article on converting Step files - .stp files to glTF
- Creators 3D Online Conversion Tool
Export Settings/ Embedding
All the textures should be embedded in one fbx or glb. Separate texture files won’t be loaded.
- Some software embeds media automatically so this setting may not be visible, check to make sure.