Loading 3D assets
glTF/GLB is the primary path for 3D content, and it goes through the level director rather than the world directly:
level.load("scene"), the same call a Tiled map uses. OBJ/MTL is the simpler path for a single static model.
Loading a glTF/GLB scene
await loader.preload([
{ name: "diorama", type: "glb", src: "data/scenes/diorama.glb" },
]);
level.load("diorama", { scale: 50 });
type: "gltf" (JSON plus external buffers) and type: "glb" (single binary)
are both loader types. A self-contained GLB is the better shipping format — one
request, nothing to resolve relatively.
The scene loads under whatever camera the stage has; view it under a Camera3d
or it renders flat. See melonjs-3d for the camera.
level.load options for glTF/GLB
| option | default | what it does |
|---|---|---|
scale |
1 |
pixels per glTF unit, applied to the whole scene. Blender's metre-scale export usually needs 20–100. |
container |
game.world |
where the nodes are added |
onLoaded |
app.onLevelLoaded |
called with the level id, not the scene |
async |
false |
return a promise that settles once the scene is in the world, instead of a boolean |
rightHanded |
true |
see below |
lights |
true |
instantiate authored KHR_lights_punctual lights as Light3d world children |
lightIntensityScale |
— | keep authored intensity ratios instead of normalising every light to 1 |
castGroundShadow |
inherits the app setting (on) | blob shadows for this scene's meshes |
shadowGroundY |
each object's own base | world Y of the floor the blobs land on |
onLoaded receives the level id — it is a "done" signal, not a handle on the
scene. You need it, or async: with the game loop running, level.load stops
the loop and defers the actual load to a timer, so by default it returns
before anything is in the world.
await level.load("diorama", { scale: 50, async: true });
// the scene is in the world here
Note await level.load("diorama") without the flag does not await the load — the
call returns a boolean, and await true resolves immediately. To get at what was
loaded, load into a container you own, or look the nodes up by their authored
names:
level.load("diorama", { scale: 50, onLoaded: () => {
const sun = app.world.getChildByName("Sun")[0]; // note: returns an array
sun.intensity = 2;
}});
rightHanded — and the default that differs between the two APIs
glTF is authored Y-up, right-handed; melonJS is Y-down, +Z forward. There are two ways to bridge that, and they are not equivalent:
- a rotation — preserves chirality, matches the authoring tool
- a mirror (negate Y only) — flips the scene left/right
level.load defaults rightHanded: true, so a scene loaded through the level
director comes in correctly. The Mesh constructor defaults it to false,
so glTF or OBJ geometry you feed to a Mesh yourself comes in mirrored unless
you pass rightHanded: true. A model that is subtly wrong — text backwards, a
character's gear on the wrong side — is this and nothing else.
Do not add a flip of your own on top; two corrections cancel back to wrong.
Materials — what actually arrives
The importer covers a deliberate subset:
pbrMetallicRoughnessbase colour texture and factor- metallic/roughness factors converted to the engine's specular model
emissiveFactor, includingKHR_materials_emissive_strengthKHR_materials_unlit— honoured, for baked/stylised workflowsalphaMode: "MASK"— the cutout threshold is applieddoubleSided
Not imported: normal maps, metallic/roughness textures, occlusion maps,
morph targets, KHR_texture_transform. Nothing errors — the material simply
arrives without them, which reads as "flatter than the preview in my authoring
tool". Bake what you need into the base colour.
Draco compression is the exception that does error. Its geometry sits in accessors with no buffer view, which the parser rejects outright, so the whole asset fails to load. Export uncompressed.
textureFilter on the Application settings ("nearest" / "linear" /
"auto") drives sampling; glTF materials that declare their own sampler carry
it through. Pixel-art models want "nearest".
Lights
Authored KHR_lights_punctual lights — sun, point, spot — become Light3d
world children, plus a soft ambient fill, and each keeps its authored name.
A scene carrying any of them renders through the lit path automatically.
glTF stores physical units — lux for suns, candela for lamps — and a Blender daylight sun is 1000+, which blows out the engine's stylised shading. So every light is normalised to intensity 1 by default. To keep the ratios the artist set, scale instead of normalising:
// a 1000-lux sun lands at 1, a 500-lux fill lands at 0.5
level.load("diorama", { scale: 50, lightIntensityScale: 0.001 });
Pass lights: false to manage lighting yourself.
Animation
Node-TRS animation is supported: translation, rotation and scale channels,
the rigid hierarchical animation used by blocky/low-poly character packs. An
animated asset instantiates as a single GLTFModel keeping the node hierarchy
intact, with an API deliberately mirroring Sprite. The model carries the asset
name, which is how you get hold of it after loading:
const model = app.world.getChildByName("hero")[0]; // the GLTFModel
model.getAnimationNames(); // ["idle", "walk", ...]
model.setCurrentAnimation("walk", { loop: true, speed: 1, onComplete });
model.setCurrentAnimation("jump", { next: "idle" }); // chain
model.isCurrentAnimation("walk");
model.play();
model.pause();
speed is a playback multiplier (1 = authored speed), not a frame delay. Only
an explicit loop: false stops looping. setCurrentAnimation throws on a
clip name the asset does not define — check getAnimationNames() first.
Placing and moving a model
A GLTFModel is placed like any other renderable — pos, depth, rotate
and scale move the whole rig, and compose with whatever the active clip
is doing, so a walk cycle plays wherever the character stands:
const boat = new me.GLTFModel(me.loader.getGLTF("boat"), { scale: 40, lit: false });
boat.setCurrentAnimation("paddle", { loop: true });
app.world.addChild(boat);
boat.pos.set(steerX, waterLevel);
boat.depth = travelled;
boat.rotate(lean - lastLean, AXIS_Z); // `rotate` is RELATIVE — feed it the delta
boat.animationspeed = 0.85 + 0.9 * pace; // one authored tempo, many run speeds
Constructing one directly from loader.getGLTF(name) is fine and is the way to
go when the model is a game object rather than a scene — level.load is for
loading a whole scene into the world.
Vertex skinning is out of scope — JOINTS_0 / WEIGHTS_0 are not read, and
neither are morph targets. A smoothly-deforming character will not deform. The
options are: rig it hierarchically instead (separate meshes parented into a
node tree), use Sprite3d billboards, or use the Spine plugin for 2D skeletal
work.
Instancing
A node using EXT_mesh_gpu_instancing loads as an InstancedMesh — one draw
call for every copy, which is the difference between a hundred trees and a
hundred thousand. Export with instancing enabled where your tool supports it.
Sparse accessors on the instancing attributes are rejected with a clear error
rather than silently misplacing every instance.
Ground shadows
level.load("diorama", { scale: 50, castGroundShadow: true, shadowGroundY: 0 });
castGroundShadow is tri-state: set it and it overrides the application setting
for this scene in both directions; omit it and the scene inherits — and that
setting is true by default, so shadows are already on. As a scene-wide opt-in
it skips nodes with no vertical extent — a ground plane is exactly that, and
shadowing it with itself smears a blob across the whole floor. Blob shadows need
a GPU backend and a Camera3d; nothing is drawn on the 2D-camera or Canvas
paths.
Omit shadowGroundY and each blob sits at its own object's base at full
strength, which is right for props already resting on the ground. Set it when
things jump or fly, so the shadow stays on the floor and shrinks with height.
A blob is centred on its caster's x/z and is never offset by light direction, so
a wide flat-bottomed prop hides its own shadow under itself. Raising
shadowGroundY to force one into view floats the blob up over the object as a
dark ring rather than sliding it clear — the setting is for things that leave
the ground, not a visibility knob.
OBJ/MTL
A different shape entirely: OBJ produces raw geometry you hand to a Mesh,
not a scene. Preload the two files and name them in the Mesh settings — the
model and material names are independent, the same name for both is just a
convention:
await loader.preload([
{ name: "fox", type: "obj", src: "models/fox.obj" },
{ name: "fox", type: "mtl", src: "models/fox.mtl" },
]);
const mesh = new Mesh(400, 300, {
model: "fox",
material: "fox", // texture resolved from the material's map_Kd
width: 200,
height: 200,
rightHanded: true, // the Mesh default is false — see above
});
world.addChild(mesh);
The MTL loader fetches the textures it references itself — map_Kd and
map_d are resolved relative to the .mtl and preloaded for you, so there is
no image entry in the manifest above. Passing texture: explicitly overrides
that and pins one binding over the whole model, which on a multi-material
model suppresses the per-material texture split; leave it out unless you mean
that.
MTL contributes Kd (diffuse tint), d / Tr (opacity), Ke (emissive),
Ks + Ns (specular highlight), map_Kd (diffuse texture) and map_d
(per-texel opacity). Normal and specular maps are not supported.
loader.getOBJ(name) and loader.getMTL(name) return the parsed data if you
want it directly. OBJ has no scene graph, no lights, no animation — use glTF for
anything beyond a single static model.
Authoring assets for the engine
Notes from modelling props and a rigged character against this loader. They are Blender-specific in the API details, general in the traps.
One clip means one action
glTF names an animation after the action it came from, so three objects each carrying their own action export as three separate clips — and a game can only play one clip at a time, so the other two never move. Put every animated object in one action, using slots (Blender 4.4+):
shared = bpy.data.actions.new("paddle")
for ob in (pivot, shoulder_l, shoulder_r, body):
ad = ob.animation_data_create()
ad.action = shared
ad.action_slot = shared.slots.new('OBJECT', ob.name)
Exporting with the scene/whole-timeline mode does not merge per-object actions into one clip — it still emits one per action. Slots are the fix.
In Blender 5.x, action.fcurves no longer exists; curves live under
action.layers[].strips[].channelbags[].fcurves, and a channelbag identifies
its slot as cb.slot.identifier (there is no slot_identifier).
Never re-parent or join a rig that is mid-pose
Both parenting and joining bake the objects' current world transforms.
Parenting a child while the parent sits in an animated pose writes the inverse
of that pose into matrix_parent_inverse, which silently cancels the animation
— the part renders rigid while the curves still exist. Detach the action, zero
the rig, do the surgery, then reattach:
saved = [(o, o.animation_data.action_slot) for o in animated]
for ob, _ in saved:
ob.animation_data.action = None
ob.rotation_euler = (0, 0, 0)
# ...re-parent / join here...
for ob, slot in saved:
ob.animation_data.action = act
ob.animation_data.action_slot = slot
A joined mesh also inherits the active object's scale, so joining into a
box that was scaled to (0.8, 2.0, 0.1) leaves a node with that non-uniform
scale and geometry divided back through it. It renders in the right place but
skews flat-shaded normals — apply transforms (rotation=True, scale=True)
after joining. Watch for a related trap: setting ob.scale.x on a mesh whose
size was already applied multiplies rather than replaces it.
A model only needs to stay split where something animates it
Every glTF primitive is a draw call. Merge everything static into one mesh and keep separate nodes only for the parts a clip actually drives — a boat with a rabbit and a paddle went from 28 primitives to 5 that way, with no visible change.
One palette strip beats one material per colour
An InstancedMesh is one geometry and one material, so a prop that wants
five colours cannot use five materials. Give the whole model a single material
whose image is an N×1 strip, one pixel per shade, and point each face's UVs
at a cell centre (u = (cell + 0.5) / N, v = 0.5) with the sampler set to
nearest. A whole scene's palette then costs one tiny texture, a merged mesh can
be twenty colours, and there is nothing to bleed between cells.
Colour-space trap when generating that strip programmatically: Blender's
image.pixels are scene-linear floats, but this export path writes them out
verbatim, so pre-converting sRGB→linear darkens every colour. White is the
tell — it is the one value identical in both spaces, so if white survives and
everything else came out dark, that is the bug. Verify by decoding the PNG back
out of the GLB and comparing bytes to the source palette.
Feeding an authored mesh into an InstancedMesh
EXT_mesh_gpu_instancing covers instances authored in the file. When the
game places them itself, take the geometry off the parsed descriptor instead:
const node = me.loader.getGLTF("palm").nodes[0];
const trees = new me.InstancedMesh(0, groundY, {
vertices: node.vertices, uvs: node.uvs,
normals: node.normals, indices: node.indices,
texture: palette, textureFilter: "nearest", scale: 40,
instanceCount: count,
});
nodes is one entry per primitive, each in its own local space with a
separate world matrix — so this only works cleanly when the asset is a single
merged primitive exported with an identity node transform. Model it at the
origin, base on the floor, and apply transforms before exporting.
One geometry stamped out hundreds of times reads as one object copied hundreds of times, so vary each instance in its transform. Rotate after translating, or the instance swings around the group origin instead of turning where it stands:
placement.identity().translate(x / s, -y / s, z / s)
.rotate(math.randomFloat(0, Math.PI * 2), AXIS_Y);
const j = math.randomFloat(0.82, 1.18);
placement.scale(j, j, j);
Sizing every prop against one scale constant, rather than giving each its own, keeps "this looks wrong" a modelling question instead of a scaling one.
Packaging
A self-contained GLB is one file with nothing to resolve — the safest thing to
ship. External references still work in both formats: .bin buffers and image
uris are resolved relative to the asset's own URL (a GLB with an external
texture loads as-shipped). But an external file that 404s rejects the parse, so
the whole asset fails to load rather than arriving partially — no untextured
fallback. Note that loader.setBaseURL("*", …) deliberately skips gltf,
glb, obj and mtl for this reason; set those types individually if you
need a prefix.
Symptom → cause
| symptom | cause |
|---|---|
| model mirrored — text backwards, gear on the wrong side | Mesh defaults rightHanded to false; pass true |
| model upside down | a manual axis flip on top of the loader's conversion |
| scene is enormous or invisibly small | scale left at 1 against a metre-scale export |
| the asset fails to load entirely | an external buffer/image uri that 404s, or Draco-compressed geometry |
| everything is blown out white | authored lux/candela intensities; use lightIntensityScale |
| materials flatter than the authoring-tool preview | no normal or metallic/roughness textures are imported |
| a character does not deform | vertex skinning is out of scope; rig hierarchically or billboard |
| animation names come back empty | the asset has no node-TRS channels (skin-only rig) |
| a hundred copies tank the frame rate | exported without EXT_mesh_gpu_instancing |
| a whole scatter looks like one object repeated | every instance shares the group transform — vary yaw/scale per instance, rotating after the translate |
| three clips where you authored one | one action per object; use a single action with a slot each |
| one part of a rig renders rigid while its curves exist | it was re-parented mid-pose, baking the inverse into matrix_parent_inverse |
| a merged mesh lights wrong along one axis | it inherited the active object's non-uniform scale on join — apply transforms |
| an authored palette comes out uniformly dark, but white is correct | linear values written to a strip that is saved verbatim |
getGLTF(name).nodes[0] geometry lands in the wrong place |
nodes is per primitive, each with its own world; merge to one primitive and export at the origin |
| a prop casts no visible shadow | wide and flat-bottomed — the blob is under it; shadowGroundY haloes it rather than revealing it |
| shadows only show on casters near the camera | shadowGroundY is on the wrong side — Y-down means the floor is a greater y, so a pos.y - lift puts the blob inside the caster and the depth test leaves only a hairline ring |
| a shadow smeared across the whole floor | a ground plane cast its own blob — use the scene-wide opt-in |
onLoaded gets a string, not the scene |
it is called with the level id; load into your own container instead |
| scene renders flat and unlit | no Camera3d — the 2D-camera path is CPU-projected and unlit (with a Camera3d on Canvas you get a black canvas instead) |
Related skills
melonjs-3d— conventions,Camera3d, meshes,Light3d, instancing, andcamera.setFog(an outdoor scene almost always wants it; it is set on the camera, so a loaded scene needs no per-node work)melonjs-lighting— howLight3dbehaves once importedmelonjs-loading-assets— the loader, asset types and base URLsmelonjs-plugins— the Spine plugin, for skeletal characters