.glTF (and .glb), .obj, and .fbx are the only 3D formats that can be imported into a Spatial Editor project. To use 3D objects in other formats, convert them to .gltf or .glb using a tool like Blender.
glTF extensions
The glTF format includes extensions that support additional features and effects in your 3D models. glTF extensions supported in Spatial Editor include:
To export a composition as a glXF file, you can use the Command Line Interface (CLI) or select File>Export glXF in Spatial Editor. For more information on how to use the Spatial Editor CLI, refer to the documentation.
.metaspatial
The .metaspatial file extension is used for saving and loading projects in Spatial Editor. A .metaspatial file brings together all the essential elements of your project, including 3D models, materials, textures, and other assets.
Ensure that the .metaspatial file and all related project files are placed in the Spatial Editor folder of your Spatial SDK project:
With the files saved in the correct directory, use the Spatial SDK Gradle plugin to prepare your build. Alternatively, the Spatial SDK template includes an empty Spatial Editor file for you to get started from.
PNG: This format is preferred for its lossless compression and ability to handle transparency. It’s excellent for high-quality graphics where preserving detail is key.
JPEG: Known for its efficient compression, JPEG is great for real-time graphics where both performance and reduced memory usage are crucial.
Texture size guidelines
In the Spatial Editor, there is no strict limit on the size of textures you can use. However, for optimal performance, it’s advisable to:
Use textures whose sizes are powers of two (e.g., 64, 128, 256, 512, 1024).
Ensure that textures are only as large as necessary for your application.
Key points to remember:
Choose PNG for detailed, high-quality images with transparency.
Opt for JPEG when you need to balance quality with performance and memory considerations.
Stick to power-of-two texture sizes for better performance.