godotengine / godotengine/godot-docs
Available 3d Formats recommendations for importing from glb are no longer accurate.
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Description
**Your Godot version:**
4.2.2
**Issue description:**
The "Available 3D Formats" page recommends using `.glb` files because the textures are `part of the object's material file` but this is no longer the behavior in godot 4. It appears that the textures are extracted as `__texturename.png` during the import process.
Assuming this is the correct behavior and it's not changing soon, the last part of this line is no longer correct..
> glTF binary files (.glb) are the smallest of the three options. They include the mesh and textures set up in Blender. When brought into Godot the textures are _part of the object's material file._
It also recommends avoiding .gltf, but with the default behavior the main benefit of `.glb` files is lost since it auto-extracts those texture files into my project by default. (currently there is a [bug](https://github.com/godotengine/godot/issues/89379) that makes it difficult to find the setting or set your own default at the project level)
Once https://github.com/godotengine/godot/issues/89379 is fixed it should be documented here, I feel that basis universal should be the default? Maybe some discussion about or a link to the docs that has trade-offs present when choosing the embedded image handling setting.
> glTF embedded files (.gltf) function the same way as binary files. _They don't provide extra functionality in Godot, and shouldn't be used since they have a larger file size._
This line could probably just be removed.. It's also in conflict with the very next line:
> There are two reasons to use glTF with the textures separate.
**URL to the documentation page:**
https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_3d_scenes/available_formats.html
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