Exporting to Unity
Unity reads glTF through glTFast (or any glTF importer package). Export with the Unity preset, drag the file in, then fix the two settings that otherwise blur pixel art.
Export and import
Pick the Unity target in the export dialog, then in Unity:
- Drag the
.glbinto your project'sAssetsfolder. - Unity imports it as a model prefab - drag that into the scene.
- The GLB already declares a nearest-neighbour sampler. If your importer ignores that, set the palette texture's filter to Point (no filter); in
Vertex colorsmode there is no texture at all, so there is nothing to set. Use an Unlit material if you want flat colours with no scene lighting.
Scale
The Unity preset also exports at 0.1 units per pixel, which lines a 32-pixel sprite up at 3.2 units - sensible against Unity's 1 unit = 1 metre convention. If your project uses a different scale, change Scale (units per pixel) in the advanced controls rather than rescaling the prefab.
If you exported material maps
Unity uses the DirectX normal convention while the exporter writes OpenGL / Y-up. Flip the green channel of the normal map (or tick the importer's flip option) or your lighting will read inverted.
The importer window
The Unity plugin in the pixemboss repository adds an editor window that lists your published engine assets and pulls them on demand, with an auto-refresh toggle. As with Godot, Publish for engine on a saved project gives you the stable URL it reads, and saving the project re-publishes automatically.