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Importing GLB files into Blender, Unity, Unreal Engine 5 and Godot 4

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6 MIN READ · BY 3D ASSET

Blender imports GLB through File ▸ Import ▸ glTF 2.0. Unity reads it after you install Unity’s glTFast package; Unreal Engine 5 and Godot 4 import it natively by dragging the file into the project. The most common catch is Draco compression: Blender and glTFast (with Draco for Unity) decode it, while Godot 4.3 rejects it, so give Godot an uncompressed file.

Blender

  1. File ▸ Import ▸ glTF 2.0 (.glb/.gltf) and pick the file.
  2. Blender converts glTF’s +Y up to its own +Z up and keeps metre scale.
  3. Draco-compressed geometry is decoded by the bundled importer. WebP textures need a recent Blender (4.x); older versions drop them, which is why asset packs often include a PNG/JPEG copy.

To export back for a game engine, use File ▸ Export ▸ glTF 2.0. Leave +Y Up on, and leave Compression (Draco) off if the file is going to Godot.

A round-trip through Blender is a conversion, not a copy. After exporting, open the new file and check materials (especially extension-based ones such as emissive strength or transmission), node names and hierarchy, and that every animation clip is still there.

Unity

  1. Install glTFast: Window ▸ Package Manager ▸ + ▸ Add package by name, com.unity.cloud.gltfast.
  2. Drag the .glb into Assets/. glTFast imports it as a prefab with meshes, materials and animation clips.
  3. For Draco files, also install Draco for Unity (com.unity.cloud.draco); glTFast uses it automatically.

glTFast has material shaders for the built-in pipeline, URP and HDRP. Some 3D Asset packs also ship a ready URP package with prefabs and a scene, available from your account.

Unreal Engine 5

  1. Drag the .glb into the Content Browser, or use Import.
  2. The built-in glTF importer converts metres to centimetres and +Y up to Unreal’s +Z up, and creates static or skeletal meshes, materials and textures.
  3. If a Draco-compressed file fails to import in your engine version, re-export it from Blender without compression and import that.

Godot 4

  1. Copy the .glb into the project folder. Godot imports it as a scene you can instance or open.
  2. Double-click it for Advanced Import Settings: materials can be extracted, collision shapes generated and LODs created on import.
  3. Draco: Godot 4.3 refuses files that require KHR_draco_mesh_compression — “required extension ‘KHR_draco_mesh_compression’ is not supported” — and imports nothing. Use an uncompressed copy, or open the file in Blender and export it again with compression off.

To see which glTF extensions your Godot build reads, run print(GLTFDocument.get_supported_gltf_extensions()) in a script. The method exists from Godot 4.4. Godot 4.3 does not have it: import one file and read the Output panel instead. An unsupported required extension is named in the error, and nothing is imported.

3D Asset packs use Draco only in glb/, the web files. The dcc/ copy has plain geometry and PNG/JPEG textures, so it goes into Godot as it is — we import it with Godot 4.3-stable to check.

What to expect from each importer

FeatureBlender 4.xUnity + glTFastUnreal 5Godot 4
Meshes, core metal/roughness PBRSupportedSupportedSupportedSupported
Material extensions (emissive strength, transmission, clearcoat…)MostVaries by extension and render pipelineVariesVaries
Skinned meshes, animation clipsSupportedSupportedSupported; check the skeleton and clips after importSupported
Draco geometrySupportedWith Draco for UnityNot confirmed — test one fileRejected in 4.3 — use an uncompressed file
WebP texturesRecent versionsUse a PNG/JPEG copyNot confirmed4.4+: check get_supported_gltf_extensions(); 4.3: import one file
Real-world scaleKeptKeptConverted to cmKept

This table summarises each importer’s documentation and reported issues as of 30 October 2026. It is not the result of testing every engine version: behaviour changes between releases and depends on the glTF extensions a file uses. Import one model and check materials, hierarchy and animations before importing a whole pack.

Before you import a whole pack

  • Import one model first and check its size against something you know — a 2 m door, a 4.5 m car.
  • Check that repeated parts are present. Some exporters write repeated parts as GPU instances (EXT_mesh_gpu_instancing), and importers that ignore the extension drop them without a warning.
  • Keep the original files. Re-exports are for the engine, not for your archive.

Frequently asked questions

Does Unity import .glb without a plugin?

No. Unity needs a glTF importer package; glTFast (com.unity.cloud.gltfast) is Unity’s own and the usual choice.

How do I remove Draco compression from a GLB?

Import it into Blender, then export it with File ▸ Export ▸ glTF 2.0 with the Compression option unchecked. The new file has plain geometry that every importer reads.

Will animations come through?

Skinned meshes and animation clips are part of core glTF and all four tools import them. Results still depend on the importer version and settings, so play each clip once after import and check that the skeleton, rest pose and clip names are as expected.

Sources

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