Shapr3D to Unity as glTF Workflow

I use CAD software to build models for games. This is neither normal nor a recommended method, and it isn't a great method, but it is what I do and I like it.

So here is how to use transfer modes from Shapr3D to Unity via the royalty free glTF standard.

Build models in Shapr3D

Scale

I suggest using Meters as your scale, and then basically build everything to an aproximately realistic scale.
I typically use the "Minecraft scale" that a person is "about 2 meters tall".
![](/img/user/attachments/Pasted image 20231202223736.png)

Textures

Export STEP file

Use FreeCAD to convert STEP to glTF

This can also be done with Blender, but I find FreeCAD quicker and easier if I don't intend to make any edits.

Install FreeCAD

https://www.freecad.org/downloads.php
You can either use the installer, or you can download the portable version and just stick it in a folder.
I find using the portable version best for using for conversions, since I don't need an entire installed app with updates or plugins.

Run FreeCad

Select the model inside FreeCAD

The export function exports what is selected, not the entire file.
Do not use Select All as this will usually produce a mess, instead:

Export

Bring glTF into Unity

Install Unity glTFast Package

https://docs.unity3d.com/Packages/com.unity.cloud.gltfast@6.0/manual/index.html
Unity doesn't have built in glTF support, but this plugin appears to be official.

Drag the .glb File into Unity Project

Open up your Unity editor and Find the file in Windows Explorer and drag the .glb file into the Unity project folder where you want it to be.
![](/img/user/attachments/Pasted image 20231203203728.png)

Drag the imported model into the Unity Scene

Open the Scene that you want to put the model into, and drag the model from the folder into the scene
![](/img/user/attachments/Pasted image 20231203204058.png)

Colliders

Each side of the model will have its own mesh instance.
![](/img/user/attachments/Pasted image 20231203205008.png)
To add static colliders select ALL of the "roots" by click on the top one and holding Shift while clicking on the last one
Be sure to select the "root" along with all of the children.
What looks like the root will just be one of the sides, so if you skip it, one side will not have a collider.
![](/img/user/attachments/Pasted image 20231203210208.png)
Add a Mesh Collider to the selected entries
![](/img/user/attachments/Pasted image 20231203205220.png)
Now is a good time to also drag any scripts that these meshes need onto the group
![](/img/user/attachments/Pasted image 20231203210324.png)