API Reference · Model and texture loading
GltfModel
public sealed class GltfModelEverything a .glb had in it: the nodes, and the clips, shapes and materials that drive them.
GltfLoader.Load hands back a Scene and throws the rest away, which is right for a file that is only geometry. GltfLoader.LoadModel hands back this instead, and it is the door to everything a character file carries.
It is one GltfInstance placed in one GltfModel.Scene. GltfModel.Asset is the file it came from, and a second copy of the model is model.Asset.Instantiate().AddTo(model.Scene) — no second parse, no second upload.
Properties
| Member | Description |
|---|---|
| The player for |
| Everything adjustable about this model, described well enough to build a panel from without knowing what the model is: a slider per shape parameter over its own range, a colour control per named material. This is the reason the names are discovered rather than declared. A caller that walks this list works on the next character too. |
| The file, read once. Instantiate it again for another copy of the model. |
| The clips the file declared, in its own order. Empty for a file with no animation. |
| What the reader could not carry over from the file. See |
| The instance this model is: the same nodes, clips and materials, as one object. |
| The materials, by the names the file gave them. |
| The node the file's own roots hang from. Move this to move the model. |
| The scene the model was loaded into. Assign it to |
| The morph targets, as named parameters. See |
| The skeletons the file declared, if any. |