Hi. I would like to export some assets from unity, for example materials and meshes. They end in .asset format.
How can I export these so that I can import the exact same assets into threejs?
Thank you !
Iâve only seen the following related project in the past but unfortunately it is not supported since several years.
Ok. Thank you for your reply !
Unity has an FBX exporter so you could try that
https://docs.unity3d.com/Packages/com.unity.formats.fbx@2.0/manual/exporting.html
Then import it with the three.js FBXLoader or use FBX2GLTF to convert it to glTF.
Then there are a couple of expensive exporters on the Unity store, for example
Did you end up solving this problem?? I find myself in a very similar situation, any guidance would be super appreciated!!
Hey, we released Needle Engine into Open Beta two weeks ago ![]()
â needle.tools ![]()
needle.tools seems to be offline
Oh no, apple giving the reach around dipping a smelly little finger in to the mix you recon?
EDIT: my bad looks online and fine on checking⌠https://needle.tools/
I can imagine though, needle could easily find itself the standardisation of web builds for unity given unityâs way way neglected webgl build tools, if they can find a way to provide unity / apple with secure revenue streams for Web supported builds⌠As well as continue to support migration to webgpuâŚ
Yeah, might be late to the party with this, but hereâs what finally worked for me after, like, a month of it being brokenâtook me forever to figure out because Iâm dumb, lol.
First, in Unity, you gotta export to .fbx. You might need to add the com.unity.formats.fbx package if you havenât already. Then, click your game object in the Assets directory, go up to the GameObject menu in the top window, and in the dropdown, pick âExport to FBXâânot the one that says âConvert to FBX prefab variant.â That should output an .fbx file.
Now, move that .fbx to Blender. For me, this was the keyâit finally didnât extract and break everything into a million pieces.
Once itâs open in Blender, you convert it to .glb by going to File > Export > glTF Binary (.glb). In the dropdown menu, I just check:
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âInclude/Selected Objectsâ
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Make sure âTransform +Y Upâ is checked
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Under âData > Mesh,â I check Apply Modifiers, UVs, and Normals
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Under âData > Material,â I leave it on Export Automatic
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Then just leave everything else as is
Name your fileâitâll be called âuntitled.glbâ by defaultâpick where you want it, and hit âExport glTF 2.0.â
Last step, you can just use that with three.js GLTFLoader and it shouldnât break a damn thing. Oh, and you can convert .tgas to something WebGL-friendly too, while youâre at it.
