1.7 KiB
1.7 KiB
Web 3D Asset Pipeline
This is the default 3D asset shipping guidance for the plugin.
Primary sources
- Blender glTF exporter manual
- glTF 2.0 specification
- glTF Transform
- PlayCanvas supported formats for a good reference on why GLB is the recommended runtime format in browser engines
Default output
- Ship GLB when possible.
- Use
.gltfwith external files only when the asset pipeline or delivery strategy genuinely needs that shape.
Recommended workflow
- Clean the source asset in the DCC tool.
- Export to GLB or glTF 2.0.
- Run glTF Transform for validation, pruning, deduplication, and size reduction.
- Apply the chosen geometry and texture compression strategy.
- Verify pivots, scale, collision assumptions, and hierarchy naming.
- Test the asset in the runtime before treating it as final.
Compression and optimization
- Use Draco or Meshopt deliberately, not both by default.
- Use KTX2 or BasisU when the runtime stack supports GPU-friendly compressed textures.
- Keep texture resolution aligned with actual on-screen use.
- Reuse materials and avoid unnecessary texture uniqueness.
Runtime checks
- scale is consistent across assets
- pivots match gameplay expectations
- node names are stable
- collision proxy needs are handled
- animation clips and variants load correctly
- memory and load time are reasonable for the scene
Starter patterns
threejs-vanilla-starter.mdreact-three-fiber-starter.mdgltf-loading-starter.mdrapier-integration-starter.md