chore: share game-studio hermes plugin
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# Web 3D Asset Pipeline
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This is the default 3D asset shipping guidance for the plugin.
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## Primary sources
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- [Blender glTF exporter manual](https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html)
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- [glTF 2.0 specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html)
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- [glTF Transform](https://gltf-transform.dev/)
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- [PlayCanvas supported formats](https://developer.playcanvas.com/user-manual/assets/supported-formats/) for a good reference on why GLB is the recommended runtime format in browser engines
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## Default output
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- Ship GLB when possible.
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- Use `.gltf` with external files only when the asset pipeline or delivery strategy genuinely needs that shape.
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## Recommended workflow
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1. Clean the source asset in the DCC tool.
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2. Export to GLB or glTF 2.0.
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3. Run glTF Transform for validation, pruning, deduplication, and size reduction.
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4. Apply the chosen geometry and texture compression strategy.
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5. Verify pivots, scale, collision assumptions, and hierarchy naming.
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6. Test the asset in the runtime before treating it as final.
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## Compression and optimization
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- Use Draco or Meshopt deliberately, not both by default.
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- Use KTX2 or BasisU when the runtime stack supports GPU-friendly compressed textures.
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- Keep texture resolution aligned with actual on-screen use.
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- Reuse materials and avoid unnecessary texture uniqueness.
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## Runtime checks
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- scale is consistent across assets
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- pivots match gameplay expectations
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- node names are stable
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- collision proxy needs are handled
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- animation clips and variants load correctly
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- memory and load time are reasonable for the scene
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## Starter patterns
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- `threejs-vanilla-starter.md`
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- `react-three-fiber-starter.md`
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- `gltf-loading-starter.md`
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- `rapier-integration-starter.md`
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