load-assets
Installation
SKILL.md
Load assets
glTF is fully supported
Load .glb files as container assets and call asset.resource.instantiateRenderEntity(), not
instantiateModelEntity. The importer already handles KHR_lights_punctual, KHR_materials_*
(clearcoat, sheen, transmission, volume, iridescence, variants, and more), KHR_texture_transform,
and EXT_mesh_gpu_instancing; do not rebuild these by hand. Preload asset sets with
AssetListLoader.
Compress for size
- Geometry: Draco (
KHR_draco_mesh_compression). Meshopt is not supported, so decode such files before shipping. - Textures: KTX2 with Basis (
KHR_texture_basisu) transcodes to a GPU format, cutting both download size and VRAM. ETC1S is smallest and lossy. UASTC is larger and keeps detail, which matters most for normal maps. Weigh size against visible detail.