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- Select a prefab asset or scene GameObject.
- Confirm the selected object is not missing scripts required by its Model Vista States.
- Use the main menu command if the Scene View overlay is hidden.
- The default main-menu command is InnoWorks > Create > Export GLB+ via glTFast (Draco compression).
- Use Export GLB+ via glTFast for uncompressed mesh data.
- Export GLB+ via Unity GLTF is optional. Install
org.khronos.unitygltf or choose Install UnityGLTF Package… when that backend is required.
- The Scene View Export GLB+ action always uses the default Draco-compressed glTFast path.
- Confirm the GLB was exported by Model Vista Create or another exporter that writes
INNOWORKS_configurables.
- For editor prefab import, check the Unity Console for extension parsing or component restore warnings.
- Extract Images extracts compatible embedded PNG and JPEG 2D images only.
- HDR/float textures, texture arrays, WebP/KTX2 resources, ambiguous images, and unsupported texture types intentionally remain
.asset files.
- Choose Keep Unity Assets when ordinary image files are not required.
- Confirm the target Unity project contains compatible shaders.
- Confirm the active render pipeline matches the exported material or supports a known URP/HDRP conversion.
- Review the Unity Console for exact-restore, cross-pipeline conversion, and glTF fallback decisions.
- Use InnoWorks > Create > Materials > Make Editable Copies From Selection before editing imported material subassets.
- Confirm the command supports the selected source format.
- JPG conversion skips textures that contain unsupported importer settings, represent normal/linear/data content, collide with an existing path, or would not become smaller.
- JPG cannot retain alpha. Confirm Convert Anyway only when losing alpha is acceptable.
- Check
Library/ModelVistaCreate/TextureFormatBackups when a local recovery copy is needed.