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Using 3dpolyx models in Unity and Unreal Engine

GLB is not just for Blender and the web. Here is how to bring our models into the two biggest game engines.

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Using 3dpolyx models in Unity and Unreal Engine
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Game developers are among our main customers, and the most frequent question we get from them is simple: "Will your GLB files work in my engine?" Yes. Here is how to bring them into Unity and Unreal Engine with as little friction as possible.

As an example, we will build a small street corner from the Red City Bus, Park Bench, Fire Hydrant, Victorian Street Lamp and Bus Stop Shelter.

Unity

Unity does not import GLB natively, but Unity's own open-source package, glTFast, adds full support.

Install glTFast

  1. Open Window → Package Manager.

  2. Click the "+" button and choose "Add package by name".

  3. Enter com.unity.cloud.gltfast and click Add.

The package supports the Built-in, URP and HDRP render pipelines.

Import a model

  1. Drag the .glb file into your Assets folder.

  2. Unity imports it as a prefab-like asset with meshes, materials and textures.

  3. Drag it into the scene.

The model should appear upright and at real-world scale: glTF uses metres, like Unity.

Unity tips

  • Materials. glTFast creates PBR materials for your render pipeline automatically. If you want to tweak them, extract the materials from the imported asset and edit the copies.

  • Colliders. Add a Mesh Collider for accurate shapes or simple Box/Capsule colliders for performance. A bus stop shelter works well with a few box colliders.

  • Static objects. Mark props like benches and lamps as Static to benefit from baked lighting and batching.

Unreal Engine 5

Recent versions of Unreal Engine 5 import glTF and GLB files directly through the Interchange framework.

Import a model

  1. In the Content Browser, click Import (or drag the .glb file in).

  2. Review the import options and click Import.

  3. Unreal creates static meshes, materials and textures in your folder.

  4. Drag the static mesh into the level.

If you work in an older version and the GLB option is missing, enable the glTF Importer plugin in Edit → Plugins and restart the editor.

Scale

glTF works in metres and Unreal in centimetres. The importer converts automatically, so a city bus should come in at roughly real-world size. If you ever see a model that is 100 times too small or too large, check the import scale option.

Unreal tips

  • Materials. The importer builds material instances that read the base colour, metallic and roughness maps. You can adjust parameters in the instance without touching the original.

  • Collision. Open the static mesh and use Collision → Add Box Simplified Collision or Auto Convex Collision for props.

  • Nanite. For dense scenes with many props, you can enable Nanite on static meshes. Our models are already light, so this is optional.

  • Lumen. PBR materials respond nicely to Lumen global illumination, so street lamps and glossy bus paint look good straight away.

Godot, briefly

Godot 4 imports GLB natively. Copy the file into your project folder and it appears in the FileSystem dock, ready to drop into a scene. No plugins needed.

Performance checklist for game use

  • Check the triangle count on each product page and decide what is hero (close to the camera) and what is background.

  • Reuse the same model many times rather than many similar models; engines handle instances efficiently.

  • For mobile, consider generating lower levels of detail (LODs) for distant objects. Both Unity and Unreal can do this.

  • Merge small static props where it makes sense to reduce draw calls.

Build your level

Every model in our Buildings & Miniatures and Vehicles categories follows the same scale and material rules, so you can fill a street, a harbour or a village without re-scaling a single asset.

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