- FBX (
tassix_import, through ufbx): binary and ASCII FBX (and OBJ) converted as Unity's ModelImporter does with default settings: X mirrored and winding swapped, the axis system converted by a rotation on the top-level nodes only, file units to meters, vertices welded on (position, normal, UV), one mesh per node named after it with a submesh per material, children sorted by name, a single top node becoming the prefab root, Standard materials (diffuse color, opacity as Transparent mode, diffuse texture found next to the file or in Textures/). Thefbx_importscenario (290 checks against Unity 6000.2's importer, on a generated Z-up scene in meters and a Kenney model in centimeters) passes, including Unity's welded vertex counts. - Resources:
Resources.Load/Load<T>/LoadAll<T>from Resources folders (next to the scene, the conformance suite,TASSIX_RESOURCE_ROOTS): models as prefab GameObjects (asset roots outside the scene that never run scripts), PNG/JPEG as Texture2D, text files as TextAsset. Scene fields can reference them as{"resource": "cars/sedan"}. - Object.Instantiate: GameObjects with their hierarchy, components, Materials and Meshes, with all overloads. Built-in components copy their state; MonoBehaviours copy Unity's serialized fields (public or [SerializeField]; Lists, arrays and [Serializable] classes deep-copied; no other generics or .NET types), references inside the clone remap to the clones; the clone activates last so Awake/OnEnable see the fields. The
instantiatescenario (38 checks) passes. - glTF now shares the model builder with FBX (
ImportedModelin CoreModule); glTFast'sGltfImportis a thin layer over it. - Sample:
dotnet/samples/scenes/showroom.jsonloads Kenney Car Kit FBX models (CC0) withResources.LoadandInstantiate. - Not yet: FBX animation and skinning (skinned meshes draw in bind pose), embedded FBX textures, import settings from
.metafiles (Phase 4). - Next: sprite batching across textures (atlases), texture sharing across imported files, reducing wgpu's per-frame allocations, then Phase 3 (physics, input, prefabs in scenes).
Phase 2 · Slice 5 ·