GLB Game Asset Validation for Unity and Unreal
Inspect GLB geometry, UV attributes, material slots, skin weights and animation data. Package your supplied LODs, collider and PBR textures with a downloadable technical report.
The same asset loses its lineage between high-model, low-model, collision and different engines; one change requires synchronization of multiple files, and performance issues are often exposed only after integration.
Inspect GLB geometry, UV attributes, material slots, skin weights and animation data. Package your supplied LODs, collider and PBR textures with a downloadable technical report.
Master and supplied LOD/collider GLB files · PBR texture files · Node bindings and material-slot evidence · Technical validation report and import manifest
- ✓Master and supplied LOD/collider GLB files
- ✓PBR texture files
- ✓Node bindings and material-slot evidence
- ✓Technical validation report and import manifest
Game asset workflow questions
Can I turn a character sketch into a game-ready model?
The optional AI entry can create a concept model for visual review. Production use still requires topology, UV, material, rig, animation and target-engine checks. A generated concept is not automatically game-ready.
Does this tool generate LODs and collision meshes?
Currently you supply LOD0, LOD1, LOD2 and a collider as GLB files. Rendora checks their triangle budgets and includes them in the delivery. Automatic reduction and collider generation are not available yet.
What does the model validator check?
It reads binary geometry and scene references, UV and normal attributes, material slots, skin joint indices and weights, and animation channels and timestamps. The report separates decoded evidence, missing attributes and checks still needed in your engine.
Can I upload FBX as the main model?
The production master and LOD/collider inputs currently require GLB. FBX can be retained as a rig or animation reference, but its contents are not validated as a production master.
Rendora currently checks and packages supplied LOD and collider files; it does not automatically simplify meshes, bake textures or certify Unity/Unreal imports. Attribute presence does not prove UV quality, collision behavior or runtime performance. Missing evidence is listed for review.