GLB (glTF binary) is a great format for sharing characters, but many Unity pipelines still prefer rigged FBX for animation workflows. The usual goal is simple: take a GLB character in T-pose, auto-rig it, and import the animated result into Unity with minimal setup.
Step 1: Prepare your GLB (T-pose checklist)
- T-pose: arms straight out, legs straight, neutral stance
- Centered model: character near origin, not 100 meters away
- Apply transforms: avoid weird rotation/scale values
- Clean mesh: fix flipped normals and non-manifold geometry if possible
Step 2: Auto-rig the GLB online
On autorig.online you can upload a GLB file or paste a direct URL. The service creates a rig and provides Unity-friendly exports. Once the task completes, download the Unity export (usually FBX) plus any additional formats you need.
Step 3: Import into Unity
In Unity, import the resulting FBX. Then:
- Select the FBX in the Project panel.
- Open the Rig tab in the Inspector.
- Set Animation Type to Humanoid (for humanoid characters).
- Click Apply.
- Open Configure and check the avatar mapping (Unity will show you if bones are missing).
Step 4: Test animations
If your download includes multiple animations or an animation pack, import those clips and retarget them to your character's avatar. In Unity, Humanoid retargeting is usually the easiest way to reuse animations across characters.
Common Unity import problems
Character is rotated or lying down
This is usually a coordinate system mismatch. Check the FBX import settings, or rotate the root in your prefab. Keeping consistent forward axis in exports reduces this.
Animations look broken
Most often caused by a bad starting pose (not a real T-pose) or extreme proportions. Fix pose, re-export, and re-run the rig.
Textures missing
GLB textures can import differently than FBX materials. If you need perfect materials, you may have to reassign textures in Unity or export a Unity-ready package if your pipeline supports it.
Best practice: keep the "rigged Unity FBX" as your source of truth
Once you have a clean rigged FBX that Unity likes, use it as the baseline for animations and prefab setup. GLB is still great for distribution, but Unity workflows often behave best with FBX.
Next step: read T-pose checklist or try rigging your GLB now.