Support of metadata in Unity glTFast

Hello Pixyz community!

Quick announcement to share that metadata are now supported in Unity glTFast!
It means that .glTF files generated by Piyxz Studio & Pixyz Scenario Processor and carrying metadata (‘extras’ tag in glTF) can be loaded in Unity Editor/Runtime through glTFast, while preserving metadata.
3D/CAD > Pixyz > glTF > glTFast > Unity Editor/Runtime is the preferred and recommended workflow.

You can find here a documentation explaining how to access and use those extras.

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Interesting! Basically the extras property in the .gltf (~json) format is available as an API point to contain abstract information like BIM data on nodes?

I suppose the primary appeal here is to directly enclose the data in the .gltf file in the export process rather than providing metadata in a second file alongside the .gltf.

Exactly @LaneFox !
This allows to have all the information (geometry + metadata) in the same file without requiring a sidecar file