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