Export/Import to gltf and other runtime-friendly formats

I’ve been looking for ways of quickly exporting and importing user-generated 3D models within my app. It’s weird, but at the moment Google shows only 17 mentions of gltf at unity3d.com. Meanwhile, gltf seems to be getting traction—some large products and companies started to support this format:

Has anyone encountered solutions or worked on a one for exporting/importing 3D models in runtime in Unity whether it’s gltf or other formats that are good for loading in runtime over the internet?

That’ll be pretty sweet, as long as it’s less messy than COLLADA. My understanding is that COLLADA was attempting to do pretty much this, but it (theoretically) supported so much that nobody implemented the whole thing, which meant that in practice it still lead to fractured versions between implementations.

My impression was that GLTF is somewhat OpenGL centric and could use improvement.

Basically, the problem is with this part:
https://github.com/KhronosGroup/glTF/blob/master/specification/README.md#materials-and-shading

Plus it has habit of using OpenGL enums throughout the format.

Some ideas are interesting, for example that thing where they specify “views” for binary blobs of data.

Either way, it wouldn’t be too difficult to write a loader/writer for the format - it is VERY easy to pull or modify scene data in unity.

bump
Seems that glEF2.0 is strongly set to remedy a lot of the early shortcomings the format had. At least this blog post from Godot3.0 → here ← seems very positive and enthusiastic about the new version.

Actually since I’ve been having a few FBX im-/export problems from applications that aren’t from Autodesk I am all for a working and open standard in the industry. It’s good hof far FBX has come but the conditions for everybody non-autodesk or without money simply aren’t great. And especially open programs like Blender.