Same as title
Original Post on Discord
by user 103054507105067008
Thatβs in the docs for glTFast and UnityGltf:
# Editor Import
You can move/copy *glTF™* files into your project's *Assets* folder, similar to other 3D formats. *Unity glTFast* will import them to native Unity prefabs and add them to the asset database.
![Editor Import][import-gif]
Don't forget to also copy over companion buffer (`.bin`) and image files! The file names and relative paths cannot be changed, otherwise references may break.
Select a glTF in the Project view to see its import settings and eventual warnings/errors in the Inspector. Expand it in the Project View to see the imported components (Scenes, Meshes, Materials, AnimationClips and Textures).
## Default Importer Selection
*Unity glTFast* uses Unity's `ScriptedImporter` interface. For any given file format (file extension) there has to be one default importer and there can be additional, alternative importers. *Unity glTFast* will register itself as the default importer for the `.gltf` and `.glb` extensions.
You can install any number of alternative importers, but if any of those registers itself as default importer as well, this will result in an error like this:
> Multiple scripted importers are targeting the extension 'glb' and have all been rejected: β¦
The recommended solution is to move other importers from default to alternative (consult their respective documentations how to do that)
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Iβve aligned with Andreas on how to do this properly; glTFast has by default priority since it supports compressed files and so on, but that can be overriden.
Add these scripting defines to your project settings:
UNITYGLTF_FORCE_DEFAULT_IMPORTER_ON
GLTFAST_FORCE_DEFAULT_IMPORTER_OFF
Perfect!
by user 103054507105067008