|
@@ -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::
|