From 9401baf5bc773c8f570f59e1f29feb0cd9661d5c Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 22 Apr 2025 19:53:23 +0200 Subject: [PATCH] Document loading FBX scenes in Run-time file loading and saving --- tutorials/io/runtime_file_loading_and_saving.rst | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/tutorials/io/runtime_file_loading_and_saving.rst b/tutorials/io/runtime_file_loading_and_saving.rst index eaabd78f98d..13f6343bb3e 100644 --- a/tutorials/io/runtime_file_loading_and_saving.rst +++ b/tutorials/io/runtime_file_loading_and_saving.rst @@ -17,7 +17,7 @@ Example use cases for runtime file loading and saving include: - Loading texture packs designed for the game. - Loading user-provided audio tracks and playing them back in an in-game radio station. - Loading custom levels or 3D models that can be designed with any 3D DCC that - can export to glTF (including glTF scenes saved by Godot at runtime). + can export to glTF or FBX (including glTF scenes saved by Godot at runtime). - Using user-provided fonts for menus and HUD. - Saving/loading a file format that can contain multiple files but can still easily be read by other applications (ZIP). @@ -222,6 +222,13 @@ Godot can load and save glTF files in exported projects, in both text (``.gltf``) and binary (``.glb``) formats. The binary format should be preferred as it's faster to write and smaller, but the text format is easier to debug. +Since Godot 4.3, FBX scenes can also be loaded (but not saved) at runtime using the +:ref:`class_fbxdocument` and :ref:`class_fbxstate` classes. The code to do so +is the same as glTF, but you will need to replace all instances of +``GLTFDocument`` and ``GLTFState`` with ``FBXDocument`` and ``FBXState`` in the +code samples below. There are `known issues `__ +with runtime FBX loading, so using glTF instead is preferred for now. + Example of loading a glTF scene and appending its root node to the scene: .. tabs::