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01 — Export

How Export Level turns your Blender scene into the two files the runtime loads. Editor-first — for Python module names and axis math, see 03 — Blender Add-on.

The two artifacts

FileContains
level.glbMeshes, hierarchy, lamps, cameras, materials (standard glTF), animation clips, GUIDs in node extras
level.scene.jsonComponents, scene block (fog, env, post, input), per-entity light/camera/animation, materials[] NME overrides, debug flag

Sidecar folders appear next to the export when needed: audio/, gui/, env/, post/, particles/, materials/, fonts/.

Where to click

Babylon Scene (viewport N-panel) → Export Level. Pick a .glb path; the manifest is written beside it with the same basename (Arena.glbArena.scene.json).

Same panel: Validate (checks only), Live Link (auto re-export on save), Debug Build (dev keys in the manifest).

Export pipeline (summary)

  1. Validate — warnings to the report / console (see 04 — Workflow)
  2. GUID pass — stable bjs_id on every exported / referenced object; duplicates re-issued
  3. Write glb — Blender glTF exporter (+Y-up, render-disabled objects skipped)
  4. Build manifest — components, scene block, lights, cameras, animations, materials
  5. Copy assets — sounds, GUI JSON, HDR/env, particles, fonts, NME JSON, button images
  6. Remember path — for Live Link on the next Ctrl+S

Step-by-step with source: trace-export.

What gets exported vs skipped

Blender stateResult
Camera icon off (not renderable)Excluded from glb and manifest entirely
Eye off (viewport hidden)In glb + manifest with "visible": false
Collider → Make InvisibleMesh hidden at runtime; physics kept
Ray Visibility → Shadow offMesh receive-only (no shadow casting)
Object with GUID, no componentsExported as addressable entity (empty transform node)

First export checklist

New to the kit? Start with Quickstart.