Compatibility and troubleshooting
Verify the exported file in the application where it will be used.
Format and editing scope
Section titled “Format and editing scope”| Content | Support |
|---|---|
| Visibility, Transform, Camera, Material, Animation, Group States | Create and edit supported properties. |
| Imported Shader and Light States | Retain, play, rename, reorder, duplicate, and link from Groups; specialized properties require desktop Create. |
| Unknown State types | Retain without property editing. |
| Existing metadata and input-action records | Preserve on export; no dedicated authoring editor here. |
| Configuration schema 1 and 2 | Read; new documents use schema 2. Newer schemas are rejected. |
| Native Unity playback of newly authored files | Requires an integration check; shared browser playback does not verify native compatibility. |
| Material-slot targeting | Test in the intended player; older or native players may not honor the exported slot field. |
Original GLB imports retain their binary geometry, textures, and unknown chunks. New thumbnails append data without shifting existing binary offsets. Plain GLBs receive an identity root and unique names for deterministic State references; an existing GLB+ hierarchy is retained.
Resolve common problems
Section titled “Resolve common problems”| Symptom | Action |
|---|---|
| The file cannot be imported | Use one self-contained GLB/GLB+ or FBX. Loose .gltf collections and external .bin/image URLs are not accepted. |
| FBX textures are missing | Select companion images in Import FBX, or drop them with the FBX. Check Import notes and resolve duplicate filenames. Remote texture URLs are not fetched. |
| A new State does not appear to apply | Click an option. New sets can remain unapplied during authoring. Check the target hierarchy paths and commit target edits. |
| An edit disappears after reopening | Use Update option after changing inspector values, targets, or captured views. Check the footer’s draft-save status. |
| A Group prevents deletion | Remove the Group link before deleting the referenced set or option. |
| Export reports ambiguous targets | Replace the target with a uniquely identified hierarchy path. |
| A material looks different in Preview | Check the active environment, material targets, and material slot. The material-edit dialog and State playback are separate stages; verify the saved option after closing the dialog. |
| The exported model looks different in its player | Check that player’s lighting, shadows, postprocessing, render pipeline, and supported State fields. |
| Viewer transfer fails or expires | Export again, or download the GLB and open it directly. Transfer requires same-origin local storage and is consumed once. |
| The viewport cannot start | Use a desktop browser with working WebGL and inspect browser graphics settings. |
For repeatable failures, record the imported filename, browser, failing State type, relevant target path, and export warnings. Keep the original model and a downloaded export so the result can be reproduced.
Before sharing
Section titled “Before sharing”Test initial options, every authored choice, Group presets, animations, transparency, and camera transitions. Keep the original source model alongside the exported GLB+. Browser draft storage is convenient recovery, not a portable delivery.
