Importing Models
Bring 3D models into your project from files.
Introduction
3D models are the visual building blocks of your game. This tutorial shows you how to import GLB, FBX, and OBJ files into your Appley project.
Tutorial 7 of 18
Screenshot
Step-by-Step Guide
Open the Asset Browser
Click the Asset Browser tab at the bottom of Creator Studio.
Click Import
In the Asset Browser, click the "Import" button and select "3D Model" from the dropdown.
Choose your file
Select a GLB, FBX, or OBJ file from your computer. GLB is recommended — it embeds textures and animations.
Review import settings
The import wizard shows the model's polygon count, materials, and animations. Adjust scale and collider settings here.
Click Import
Wait for processing. The wizard extracts textures, validates the mesh, and creates an Asset3D record.
Add to scene
Drag the imported model from the Asset Browser into the viewport, or double-click it to place at the origin.
FluxScript Example
Here is the FluxScript (Appley Scripting) code for this tutorial:
// Load a 3D model from script
on start {
// Load a model and configure it
car = world.loadModel("assets/sports_car.glb")
car.setPosition(0, 0, 0)
car.setRotation(0, 0, 0)
car.setScale(1, 1, 1)
// Add a box collider for physics
car.setCollider("box", { size: vec3(2, 1, 4) })
// Make it a rigidbody for physics simulation
car.setRigidbody(true)
car.setMass(1200)
print("Car loaded with " + car.polygonCount + " polygons")
}Node Script Equivalent
Prefer visual programming? Here is the same logic as a Node Script graph:
[On Start] ──► [Load Model: "assets/sports_car.glb"]
──► [Set Position: (0,0,0)]
──► [Set Rotation: (0,0,0)]
──► [Set Scale: (1,1,1)]
──► [Set Collider: box, size (2,1,4)]
──► [Set Rigidbody: true, mass=1200]
──► [Print: polygon count]Pro Tip
Watch Out
