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  1. Thanks again for the information! I wasn't even aware of the Babylon Toolkit - this might make the whole process even easier (since I'm not really skilled in JavaScripr / TypeScript yet ). I'll have a look into it as well. But once I have some more practice, the native implementation would probably make the final solution a lot smaller in size. I can imagine going from Unity will add quite some overhead...
  2. Thanks for the follow-up I already downloaded the Git repository from This should also include the implementation of the basic glTF loader (babylon.glTFFileLoader.ts if I'm right). But I can't find where extensions (like "EXT_texture_transform") are handled. Also I think I'm somewhat confused with the naming of "extensions" and "plugins". Do I understand correctly that within babylon JS a "plugin" is something like the glTF loader itself or the physics engine? I think the name "extension" in the context of babylon JS has a different meaning from the "extension" in the glTF file format (which is rather a file extension like .jpg)? In general I wouldn't mind doing a custom implementation just for my case - Which would be to read extra parameters stored in the glTF file (as custom extension property) and build up the scene in babylon using these parameters. I just don't quite understand where I would start or if there is already a mechanism that is intended for sort of a "plugin for the glTF loader". Geez, I hope this isn't totally confusing Thanks for your help
  3. Hi everyone, I'm quite new to babylon JS and need a small bump into the right direction 😅 Hoping not to fall for the XY Problem here's what I want to do: Going from a model created for Unity, that use special shaders, I want to export these to a WebGL solution. That way I can display these models on any supported browser (even mobile since Unity WebGL is not supported by most) My Approach: Create model in Unity3D with custom Shaders - done Export model to glTF, adding a custom extension to the material that holds all relevant information (specular maps, UV mappings, custom material properties that exceed the standard shaders) - done, made a special extension for the Unity exporter that handles my materials Import glTF to babylon and read out the custom material properties stored in the material extension - this is where I'm stuck Adapt the special Unity shader to work with the WebGL environment of babylon JS Display the model with custom shader and settings stored in glTF file Can someone tell me how to read custom extensions from GLTF within babylon JS? From the documentation I know that for now only the standard extensions are supported (KHR_Materials, draco compression, MSFT_lod, ...). Where do I have to start if I want to add a custom plugin or behavior for the glTF importer that understands my custom material extension? Thanks for your help :)