Component reference
File components
Model component
5min
description the model component loads 3d models in gltf or glb formats into your scene this is the primary way to bring 3d content into scenes models can also reference prefabs , which are themselves gltf files, allowing for complex and reusable content structures additionally, the model component provides options to automatically apply colliders and rigid bodies , allowing models to interact with the physics system without additional manual setup properties property description model url the file path or url to the 3d model (gltf or glb file) you can drag and drop assets directly onto the url field to load them into the entity occlude camera determines whether the model should be culled when not in view when enabled, the model is not rendered when outside the camera’s view, improving performance it is recommended to leave this on unless working with instanced geometry apply colliders adds a merged collider component docid\ cambzwpv0lphvf2oeuwj0 to the model, automatically wrapping the mesh in a default box collider the collider can be adjusted prompts the user to add a rigidbody if none is present add rigidbody only visible when apply colliders is enabled adds a rigidbody component to the model, allowing it to interact with physics based movement and collisions export settings options for exporting modifications made to the model in the scene back to a gltf or glb file this option allows saving modifications or creating prefabs from the model, including nested objects usage notes saving changes after modifying a model in the scene, changes can be saved back to the original file using the save button in the hierarchy panel creating prefabs right click on an entity and select the create prefab option to create a new prefab file from the current model and its modifications prefabs reference the original model file and include any changes you've made ⚠️ references vs copies be aware that creating prefabs creates a reference to the original model if you modify the original model file, those changes will propagate to all prefabs referencing it to create independent copies, use the export settings to save the model under a new name important details colliders and rigidbodies enabling apply colliders and apply rigid body automatically assigns these components, but they can be adjusted or removed manually instanced geometry if working with instanced geometry, disabling occlude camera may be necessary to ensure proper rendering file overwriting using the save function overwrites the existing model file, replacing it with the modified version in the project prefab system the export settings can be used to generate standalone copies of models, separate from prefabs