3D Models

One of the most critical pieces to designing your game levels is 3D models. You can import 3D models from various file formats which will then be created as assets that can be placed in your game.

Importing models

Models can be imported by dragging files of supported file formats into the editor. You can also select multiple files at once.

Supported formats

  • glb, gltf - This is the preferred format for 3D models. If the files are referring to textures located in separate files, those texture files will automatically be embedded during the import process so you don't have to import those as well.

  • fbx - Another popular format. As FBX is normally using a scale of 1 unit = 1cm, a rescale factor will be applied to these assets to scale them to 1 unit = 1m.

  • obj - A text based file format often accompanied with MTL files containing materials. The MTL files will automatically be imported.


The name of the imported file will be used to create the name of the imported asset.


From the asset browser, you can open the edit dialog for your assets.

  • Name - The name of the asset

  • Collision detection - Toggle on or off collision detection. This is by default enabled. If you don't want characters and other physical objects to be blocked by this model, toggle this off.

  • Rescale - Change the default scale of the model. Hology Engine uses meters. If you for example modelled your object in cm, you would want to set this value to 0.01 to convert it to meters. If the modle is imported from an FBX file, it will by default be set to 0.01.

  • Cast shadow - Whether or not this object should create shadows. This is by default disabled. Calculating shadows can affect performance if it has to take a lot of object into account. Therefore, Try to only enable shadows for object that it has a significant visual impact.

  • Receive shadow - Whether or not this object should display shadows that are cast onto it.

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