Build Size: GLTF with compression

hey,

just short & clear.

It seems like you can achive about 80% compression with GLTF,
does this actually work in unity? i managed to import it via scetchfab asset,
but uncompressed.

how about compressed, and does anybody have experience?

target would be mobile plattforms.

cheers,
Rony

It doesn’t matter what type of file you import into the editor or how compressed it is. Unity will change it to a different format when you create a build.

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There are runtime GLTF, GLB runtime importers which I am using rather then assetbundles, they will work for all platforms without having to rebuild or update.