KhronosGroup / KhronosGroup/UnityGLTF

Export glb model at runtime with animation

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Dominant language
C#
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Forks
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Description

### Describe the bug 💬

I just don't get how I can export via C# script at runtime my model with an animation.
I've an avatar that's following my movement using a Quest 2 and i want to capture an animation done by me and export it as a .glb file. Is it possible?

### Steps to reproduce 🔢

just the question above

### Files to reproduce the issue ♻

_No response_

### Editor Version 🎲

6000.0

### Render Pipeline and version

URP

### UnityGLTF Version

2.17.10

### Operating System 👩‍💻

Windows

### When does this problem happen?

- [ ] Editor Import
- [ ] Runtime Import
- [ ] Editor Export
- [x] Runtime Export

### Additional Info 📜

_No response_

### Validations 🩹

- [x] I have [searched existing issues](https://github.com/KhronosGroup/UnityGLTF/issues): no issue already exist that reports the same problem.
- [x] I follow the [Code of Conduct](https://www.khronos.org/about/code-of-conduct)
- [ ] I provided a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example), including files when necessary.

Contributor guide

No contributing guide indexed for this repository

Research direction

The issue names no source files, tests, or minimal reproduction. Start by reviewing UnityGLTF 2.17.10's runtime export entry points and checking whether animated models can be exported from C# under Unity 6000.0 with URP; done means documenting a supported path or confirming the limitation and required scope.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp, unity
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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