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
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:
.glbis Godot’s native format. Drag the file into the project and it’s ready, animations included. - Unreal: imports
.glbout 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,
.glbdrag-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 .