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Merge pull request #10890 from Calinou/runtime-load-save-fbx

Document loading FBX scenes in Run-time file loading and saving
Max Hilbrunner преди 2 месеца
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7729a1ff7d
променени са 1 файла, в които са добавени 8 реда и са изтрити 1 реда
  1. 8 1
      tutorials/io/runtime_file_loading_and_saving.rst

+ 8 - 1
tutorials/io/runtime_file_loading_and_saving.rst

@@ -17,7 +17,7 @@ Example use cases for runtime file loading and saving include:
 - Loading texture packs designed for the game.
 - Loading texture packs designed for the game.
 - Loading user-provided audio tracks and playing them back in an in-game radio station.
 - Loading user-provided audio tracks and playing them back in an in-game radio station.
 - Loading custom levels or 3D models that can be designed with any 3D DCC that
 - Loading custom levels or 3D models that can be designed with any 3D DCC that
-  can export to glTF (including glTF scenes saved by Godot at runtime).
+  can export to glTF or FBX (including glTF scenes saved by Godot at runtime).
 - Using user-provided fonts for menus and HUD.
 - Using user-provided fonts for menus and HUD.
 - Saving/loading a file format that can contain multiple files but can still
 - Saving/loading a file format that can contain multiple files but can still
   easily be read by other applications (ZIP).
   easily be read by other applications (ZIP).
@@ -222,6 +222,13 @@ Godot can load and save glTF files in exported projects, in both text
 (``.gltf``) and binary (``.glb``) formats. The binary format should be preferred
 (``.gltf``) and binary (``.glb``) formats. The binary format should be preferred
 as it's faster to write and smaller, but the text format is easier to debug.
 as it's faster to write and smaller, but the text format is easier to debug.
 
 
+Since Godot 4.3, FBX scenes can also be loaded (but not saved) at runtime using the
+:ref:`class_fbxdocument` and :ref:`class_fbxstate` classes. The code to do so
+is the same as glTF, but you will need to replace all instances of
+``GLTFDocument`` and ``GLTFState`` with ``FBXDocument`` and ``FBXState`` in the
+code samples below. There are `known issues <https://github.com/godotengine/godot/issues/96043>`__
+with runtime FBX loading, so using glTF instead is preferred for now.
+
 Example of loading a glTF scene and appending its root node to the scene:
 Example of loading a glTF scene and appending its root node to the scene:
 
 
 .. tabs::
 .. tabs::