Files, Assets, And Texture Conversion
GLB+ And Imported Assets
Section titled “GLB+ And Imported Assets”- Model Vista GLB+ files use the standard
.glbextension. - Model Vista data is stored in the
INNOWORKS_configurablesroot extension. - Create editor import saves prefab assets under
Assets/. - Generated support assets are placed in
Materials,Textures,Thumbnails, andAnimationsfolders below the chosen import destination as required. - Asset thumbnails can come from
ModelVistaAssetThumbnail, configurable thumbnail fields, or option thumbnail fields.
When importing GLB+ content, Extract Images writes compatible embedded PNG and JPEG 2D images as ordinary image files. Keep Unity Assets retains imported textures as .asset files. High-precision, array, WebP/KTX2, ambiguous, or unsupported resources remain .asset files even when image extraction is requested.
Convert Texture Assets
Section titled “Convert Texture Assets”Create provides these Project-window asset commands:
- Assets > INNOWORKS > Texture > Convert to JPG for PNG images and standalone
Texture2D.assetfiles. - Assets > INNOWORKS > Texture > Convert to PNG for JPG/JPEG images and standalone GLB+ texture
.assetfiles.
The conversion replaces the selected asset and changes its file extension while preserving its GUID and local file ID so normal serialized Unity references remain valid. String paths stored in scripts, JSON, or other text are not rewritten.
JPG cannot preserve alpha. When an eligible PNG contains alpha, Create asks whether to continue and discards the alpha channel only after confirmation. The JPG command also skips normal maps, linear/data textures, unsupported importer configurations, path collisions, and results that would not reduce file size.
PNG conversion preserves alpha and uses 8-bit output, but the resulting file may be larger than the source JPG or serialized texture asset.
