Bring an animated GLB into Unity

Import an animated Bake3D GLB into Unity with glTFast, inspect its clips and choose a skeleton workflow that fits creatures and mechanical objects.

By Bake3D · Updated

Testing scope: Bake3D's Unity editor tool compiles against Unity 6. Exported animation structure and Blender round trips are verified; native Unity import and playback validation remains in progress.

An animated GLB is a useful interchange asset, but importing it is only the start of a game-engine workflow. You still need to inspect the imported materials, animation clips, scale and skeleton in your own Unity project.

Prepare the export and importer

Export an animated GLB from Bake3D. Use in-place motion if a game controller will move the character; retain root travel when your animation system should consume it.

Install Unity’s glTFast package, com.unity.cloud.gltfast, through Package Manager. Follow the version requirements for your Unity installation. Avoid installing competing default GLB importers: glTFast’s documentation explains how importer conflicts are handled.

Import and inspect

Copy the GLB into your project’s Assets folder. glTFast imports glTF content into Unity assets and prefabs. Select the imported file to inspect warnings, then expand it in the Project window to review its meshes, materials, textures and AnimationClips.

Place the imported prefab in a test scene. Start with a known scale reference and simple lighting. Check the whole object rather than only its front-facing thumbnail. A complex asset may contain several material surfaces or independently moving parts.

These importer behaviours are documented in the official glTFast editor-import guide.

Use a skeleton workflow that fits the object

Humanoid retargeting assumes an appropriate human-like bone mapping. A fox, a multi-limbed creature or a vehicle should not be forced into that mapping simply because it has a skeleton.

For arbitrary creatures and objects, keep the imported hierarchy and use a compatible generic animation workflow. Assign the intended clip to your animation setup and verify playback. Check whether root motion belongs to the clip or to your gameplay controller so the object does not move twice.

Use the Bake3D editor tool

Download Bake3DWindow.cs into Assets/Editor, then open Tools → Bake3D → Character studio. The tool provides generation, job status, described motion and import actions. The integration reference contains the package and setup details.

Treat the tool as an integration to validate in your project, not as proof that every Unity configuration is supported. Native Unity playback is still part of Bake3D’s verification work.

Before using the asset in a game

Review joint deformation, animation transitions, loop boundaries and materials under the lighting you intend to ship. Add the gameplay-specific components your project needs, such as collision, controllers and interaction logic. A generated rig and animation do not automatically provide those systems.

If a result looks wrong, first inspect the rig and motion, then compare the source GLB in another viewer. This helps separate a source-asset problem from an importer or animation-controller issue.