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#2727 in Game dev

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179,268 downloads per month
Used in 148 crates (5 directly)

MIT/Apache

12MB
210K SLoC

Plugin providing an AssetLoader and type definitions for loading glTF 2.0 (a standard 3D scene definition format) files in Bevy.

The glTF 2.0 specification defines the format of the glTF files.

Quick Start

Here's how to spawn a simple glTF scene


fn spawn_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn((
        // This is equivalent to "models/FlightHelmet/FlightHelmet.gltf#Scene0"
        // The `#Scene0` label here is very important because it tells bevy to load the first scene in the glTF file.
        // If this isn't specified bevy doesn't know which part of the glTF file to load.
        SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"))),
        // You can use the transform to give it a position
        Transform::from_xyz(2.0, 0.0, -5.0),
    ));
}

Loading parts of a glTF asset

Using Gltf

If you want to access part of the asset, you can load the entire Gltf using the AssetServer. Once the Handle<Gltf> is loaded you can then use it to access named parts of it.


// Holds the scene handle
#[derive(Resource)]
struct HelmetScene(Handle<Gltf>);

fn load_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
    let gltf = asset_server.load("models/FlightHelmet/FlightHelmet.gltf");
    commands.insert_resource(HelmetScene(gltf));
}

fn spawn_gltf_objects(
    mut commands: Commands,
    helmet_scene: Res<HelmetScene>,
    gltf_assets: Res<Assets<Gltf>>,
    mut loaded: Local<bool>,
) {
    // Only do this once
    if *loaded {
        return;
    }
    // Wait until the scene is loaded
    let Some(gltf) = gltf_assets.get(&helmet_scene.0) else {
        return;
    };
    *loaded = true;

    // Spawns the first scene in the file
    commands.spawn(SceneRoot(gltf.scenes[0].clone()));

    // Spawns the scene named "Lenses_low"
    commands.spawn((
        SceneRoot(gltf.named_scenes["Lenses_low"].clone()),
        Transform::from_xyz(1.0, 2.0, 3.0),
    ));
}

Asset Labels

The glTF loader let's you specify labels that let you target specific parts of the glTF.

Be careful when using this feature, if you misspell a label it will simply ignore it without warning.

You can use GltfAssetLabel to ensure you are using the correct label.

Supported KHR Extensions

glTF files may use functionality beyond the base glTF specification, specified as a list of required extensions. The table below shows which of the ratified Khronos extensions are supported by Bevy.

Extension Supported Requires feature
KHR_animation_pointer
KHR_draco_mesh_compression
KHR_lights_punctual
KHR_materials_anisotropy pbr_anisotropy_texture
KHR_materials_clearcoat pbr_multi_layer_material_textures
KHR_materials_dispersion
KHR_materials_emissive_strength
KHR_materials_ior
KHR_materials_iridescence
KHR_materials_sheen
KHR_materials_specular pbr_specular_textures
KHR_materials_transmission pbr_transmission_textures
KHR_materials_unlit
KHR_materials_variants
KHR_materials_volume
KHR_mesh_quantization
KHR_texture_basisu ❌*
KHR_texture_transform ✅**
KHR_xmp_json_ld
EXT_mesh_gpu_instancing
EXT_meshopt_compression
EXT_texture_webp ❌*

*Bevy supports ktx2 and webp formats but doesn't support the extension's syntax, see #19104.

**KHR_texture_transform is only supported on base_color_texture, see #15310.

See the glTF Extension Registry for more information on extensions.


Bevy glTF

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Dependencies

~48–87MB
~1.5M SLoC