# Bring an animated GLB into Unity

Source: https://bake3d.ai/guides/animated-glb-unity
Updated: 2026-10-08. Written by Bake3D (https://bake3d.ai).

Import an animated GLB into Unity with glTFast or the Bake3D editor tool, then check its clips, root motion and skeleton setup before you use it.

## Short answer

Unity does not import GLB files on its own. Install the glTFast package, then add the GLB to your project, or use the Bake3D editor tool to generate and import in one step. Check each animation clip, choose in-place or root motion, and pick a skeleton setup that fits the character.

## How we checked

The Bake3D editor tool compiles with Unity 6000.4.5f1's bundled compiler against its editor assemblies, with and without glTFast types present. It has not yet run in a live Unity editor, so glTFast import settings, avatar creation and playback still need confirmation in your project. Server exports and their Blender round trips are verified separately.

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. The Bake3D editor tool covers the first part without leaving Unity: generation, motion and import.

## Install the importer and the tool

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.

Download [bake3d-unity.zip](https://bake3d.ai/integrations/unity/bake3d-unity.zip) and unzip it at your project root. It adds three editor scripts under `Assets/Editor/Bake3D`. Open **Tools → Bake3D → Character studio**.

Enter a key from [Account → API](https://bake3d.ai/account/api) (Pro or Studio) and press **Save**. The key is stored in EditorPrefs on this computer, never in project files, and `BAKE3D_API_KEY` also works. The window reads your credit balance and the current action costs from your account.

## Generate and wait without blocking the editor

Choose an **Image file**, which opens a file picker and uploads the PNG, JPEG or WebP to your account. You can also choose an **Image URL** or **Text**. Select **Generate mesh and rig**. The window checks the job every four seconds without blocking the editor. It backs off when the service asks it to, and stops after 20 minutes. **Stop waiting** leaves the job running on Bake3D; **Cancel job** stops it and refunds its credits.

**Skip the included animation at generation** creates a rig without the free included motion. It is separate from **Rest pose only**, which only leaves the animation out of the export you import.

For an existing character, use **Find** to list rigged projects and choose one. **Compose motion** describes new motion with a length and loop setting. The **Motion to import** list shows the included animation, saved animations and the built-in presets. It marks a preset unavailable, with the reason, when it cannot play on this rig.

## What an import creates

Select **Import**. The tool requests a free export and checks that the download link comes from Bake3D. It downloads to the project's `Temp` folder and moves the GLB to `Assets/Bake3D//` under a unique name. Then it:

- switches the glTFast importer to Mecanim clips;
- saves an editable copy of each clip, with looping taken from the export's `extras.bake3d.loop` flag;
- creates an AnimatorController with those clips;
- places the character at the origin and selects it.

Exports are grounded, centred on the origin and face +Z. glTFast keeps that axis as Unity's forward. Set **Height (m)** to scale the export to a real-world height, or leave it at 0 to keep the generated size.

## Root motion

Every export's skeleton starts with `motion_root`, an unweighted joint on the ground at the origin. With **Bake travel into the root bone** on, that joint carries only planar travel and heading; the hips keep their bob and jump. The tool builds a Generic avatar whose root node is `motion_root` and sets the Animator's **Apply Root Motion** to match your choice. With the option off, `motion_root` stays still and the character animates in place, keeping vertical motion such as a jump.

Check whether root motion belongs to the clip or to your gameplay controller so the object does not move twice.

## 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 the Generic avatar, and assign the intended clip to your animation setup.

## Import a GLB manually

Copy an exported GLB into your project's `Assets` folder. glTFast imports glTF content into Unity assets and prefabs. Select the imported file to inspect warnings, set its animation method, then expand it in the Project window to review its meshes, materials, textures and AnimationClips. These importer behaviours are documented in the [official glTFast editor-import guide](https://github.com/Unity-Technologies/com.unity.cloud.gltfast/blob/main/Packages/com.unity.cloud.gltfast/Documentation~/ImportEditor.md).

No export of your own yet? Use a free test model. Our [free rigged and animated 3D models](https://bake3d.ai/free-3d-models) are Bake3D exports of a fox, a robot, an old man and a T. rex, with three to five clips each. Each one also comes as an FBX with its walk, which Unity imports without glTFast.

## Before using the asset in a game

Place the character in a test scene with a known scale reference and simple lighting. Check the whole object rather than only its front-facing thumbnail. 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](https://bake3d.ai/guides/check-ai-generated-rig), then compare the source GLB in another viewer. This helps separate a source-asset problem from an importer or animation-controller issue. The [integration reference](https://bake3d.ai/docs/integrations#unity) summarises the setup.
