Editor Build - GLB processing functions / Custom Parameters

Hi all,

I was wondering if it’s possible to access some GLB custom parameters on a model by leveraging container’s options object documented here

I’ve seen this is possible and straightforward in the ‘engine-only’ approach (by passing the postprocessing options to the newly created asset) but it would be great if there was some way to do it also when loading an editor build

Goal is to be able to dinamically generate supplementary data (eg. Tags on materials with a certain custom param) without having the artist manually insert them on the editor

@yaustar @mvaligursky do you guys have any idea if this is possible?

Thanks in advance

@slimbuck

Hello, no news on this?

As far i was able to understand, when an editor build is loaded, materials are entirely parsed from the Json instead of being processed from the GLB itself

Is there any function we can hook/intercept to be able to read the metadata?

yes, when you import glb/fbx into the editor, materials are stored in json files and this is what runtime uses.

I’m pretty sure custom data / extensions from glb files do not survive our import process to the editor, as we extract what we need from the source file, apply compressions / changes and then store them to a new glb file.

So you could not import glb files and load them dynamically (the same as engine only project) - in this case all the callbacks work, but you cannot work with glb files (materials, hierarchy …) in the Editor.

You could perhaps have some external tool that extracts data you need to a json file and upload those separately to the Editor?

Hi, thanks for the clarification regarding the import process

While I get the point, I think using an external/dedicated tool (+ json file + parsing…) would add complexity and defeat the purpose of simplyfing our pipeline :sweat_smile:

We’ll probably stick to manual tagging for now when using engine builds

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I needed custom properties from blender for dynamically imported models. Had to write a basic glb parser to extract that data. Would be really great if that data is added into the assets by default. No reason to throw it away as it might be very useful.