Step-by-step game asset guide
How to Export GLB Models for Godot, Unity and Unreal Engine
Validate model scale, textures, hierarchy and animation before exporting a GLB for Godot, Unity, Unreal Engine or the web.
Updated 27 August 2026 · Reviewed against the current FORM 3D workflow
- Typical time
- 15–25 minutes
- Reading time
- 9 minute read
- Difficulty
- Beginner–intermediate
- Result
- A validated GLB plus a human-readable export report
What this guide covers
A file can be structurally valid and still arrive at the wrong scale, with unexpected material settings or unusable animation clips. Export is therefore a pipeline: prepare the source project, select intent, validate, generate the GLB and test it in the actual target engine.
FORM 3D parses every generated GLB back into the studio before download. This catches empty or structurally broken output, but it cannot replace independent viewer and engine testing.
Before you begin
- A finished or test-ready FORM 3D project
- The maintained version of the target engine
- Knowledge of whether textures, animations and node hierarchy are required
Understand scale and engine profiles
FORM 3D models in metres. Godot and Unity normally work well with metre-scale source assets. Unreal Engine commonly treats one unit as one centimetre, so the Unreal profile applies the relevant conversion for this workflow.
- Godot profile: metre-oriented scale 1.
- Unity profile: metre-oriented scale 1.
- Unreal profile: metres converted to centimetres.
- Other profile: explicit general glTF handoff without an engine-specific assumption.
Clean the source project
- Delete abandoned experiments rather than relying only on visibility.
- Confirm object names, parent-child relationships and pivots.
- Check that animated parts remain separate and deforming meshes retain their skin or Shape States.
- Review material base colour, roughness, metalness, opacity and texture resolution.
- Save an editable project checkpoint before optimisation.
Choose export options deliberately
- Include animations only when the receiving project needs model clips.
- Include textures when painted or imported image data is part of the asset.
- FORM 3D preserves node transforms and keeps mesh vertices local so pivots remain usable in game engines.
- Reference images and editor helpers are excluded from GLB.
- Camera presets belong to rendered video rather than model export.
Use preflight and optimisation
- Open Export and review errors, warnings, triangle count, texture count and animation count.
- Fix missing targets, invalid hierarchy or non-finite transform errors.
- Run Safe optimisation first.
- Use Strong optimisation only when its more aggressive changes are acceptable.
- Undo the optimisation if silhouette, paint or intended segment detail changes.
- Download the export report for a reproducible asset record.
Verify and export GLB
- Select Verify & export GLB.
- Wait while the studio generates and parses the GLB back.
- Do not rename or discard the editable project based on internal verification alone.
- Open the GLB in an independent glTF viewer.
- Import it into the target engine and inspect the generated scene or prefab.
Engine-specific acceptance checks
The project owner has confirmed a successful Godot import from the current FORM 3D export workflow. Treat that as a useful checkpoint rather than a guarantee for every Godot version, renderer and import setting; record your own engine version and repeat these checks for release assets.
- Godot: inspect imported scene scale, material resource settings, animation library and root node.
- Unity: inspect model scale factor, material extraction or remapping, animation clips and rig classification.
- Unreal Engine: inspect centimetre scale, material instances, skeletal/static mesh choice and animation sequences.
- Every engine: confirm front direction, pivot, hierarchy, texture colour space and loop settings.
Separate source files from delivery files
The FORM 3D project contains editor-specific state, history-compatible geometry and settings. The GLB is the portable delivery asset. Keep both, because importing the GLB later cannot reconstruct every parametric control or editor decision.
Frequently asked questions
What is the difference between saving a project and exporting GLB?
A project save preserves FORM 3D editing state. GLB is a portable runtime/interchange file. Keep the project as the source and the GLB as the tested delivery artifact.
Why does my model have the wrong size in Unreal Engine?
Unreal commonly uses centimetres while this editor models in metres. Use the Unreal export profile and still verify import scale because project-specific import settings can apply an additional factor.
Does internal GLB verification guarantee engine compatibility?
No. It proves that the generated file can be parsed back and contains expected broad structures. Engine-specific material, scale, animation and import behaviour still requires manual testing.
Apply this workflow in the editor
Your project remains editable and stored locally on this device.