Export

Export a .glb

Your Flatling as a real game asset. One file that Godot, Unreal, Unity, and Blender open.

🧊 Game model (.glb) in the ↗ Share & Export menu writes your Flatling out as a .glb, the standard single-file 3D format. It drops straight into game engines, Blender, or a web <model-viewer>, no conversion, no cleanup.

What’s in the file

↗ Share & Export
📸 Photo studioOpen
🧊 Game model (.glb)
🖌 Colors & paint🎬 Animations
Download .glb
🖨 3D print (.stl)Download
🎞 Sprite sheetDownload
📌 Home-screen widgetPin
The Share & Export menu. Two chips pick what rides in the .glb.

Two chips choose what rides along:

  • 🖌 Colors & paint: fills and pixel paint bake into a crisp nearest-neighbor texture, so the pixels stay sharp at any size. See-through pixels stay see-through: erased cutouts arrive as real holes in the engine too.
  • 🎬 Animations: every animated part exports as an animation clip, stepping pose to pose exactly like Preview’s stop-motion. The outfit being worn and the current paint frame are what export.

Engine by engine

  • Godot: .glb is Godot’s native format. Drag the file into the project and it’s ready, animations included.
  • Unreal: imports .glb out of the box (UE5). Drop it in the Content Browser.
  • Unity: one setup step. Install glTFast, Unity’s official glTF package, from the Package Manager; after that, .glb drag-and-drop works and animations arrive as clips. Set the imported texture’s filter mode to Point so the pixels stay crisp.
  • Blender: File → Import → glTF. It just opens.

One-way, on purpose

Ünflat writes .glb but never reads it back. A .glb is a finished artifact, not a save file: your editable Flatling lives in the app, and the export is the copy you hand to a game engine.

Also in the Share & Export menu: a 🎞 Sprite sheet download, a 📌 Home-screen widget with a slow-spinning turntable, and 3D print a Flatling for making it physical. A whole diorama exports in one go via Export a diorama .

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