H073.HxGLTF.MonoGame 2.0.0

Prefix Reserved
dotnet add package H073.HxGLTF.MonoGame --version 2.0.0
                    
NuGet\Install-Package H073.HxGLTF.MonoGame -Version 2.0.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="H073.HxGLTF.MonoGame" Version="2.0.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="H073.HxGLTF.MonoGame" Version="2.0.0" />
                    
Directory.Packages.props
<PackageReference Include="H073.HxGLTF.MonoGame" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add H073.HxGLTF.MonoGame --version 2.0.0
                    
#r "nuget: H073.HxGLTF.MonoGame, 2.0.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package H073.HxGLTF.MonoGame@2.0.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=H073.HxGLTF.MonoGame&version=2.0.0
                    
Install as a Cake Addin
#tool nuget:?package=H073.HxGLTF.MonoGame&version=2.0.0
                    
Install as a Cake Tool

HxGLTF.MonoGame

Load glTF/GLB models into MonoGame — with PBR materials, skeletal animation, morph targets, and a clean scene graph powered by ModelKit.

Bridges HxGLTF (pure GLTF 2.0 parser) and ModelKit (scene graph). One line loads a model into a Scene.

var scene = FormatRegistry.LoadScene(GraphicsDevice, "character.glb");

Installation

dotnet add package H073.HxGLTF.MonoGame
<PackageReference Include="H073.HxGLTF.MonoGame" Version="2.0.0" />

Pulls in H073.HxGLTF and H073.ModelKit automatically.


Usage

using ModelKit;

// Auto-discovered — just reference the package
var scene = FormatRegistry.LoadScene(GraphicsDevice, "model.glb");

// Async
var scene = await FormatRegistry.LoadSceneAsync(GraphicsDevice, "model.glb");

// With options
var scene = FormatRegistry.LoadScene(GraphicsDevice, "model.glb", new LoadOptions
{
    SkipAnimations = false,
    SkipTextures = false,
    KeepCpuData = true
});

Deferred Loading

Separate CPU parsing from GPU upload for background loading:

// Any thread (no GraphicsDevice needed)
var parsed = GlbModelLoader.Parse("model.glb");

// Graphics thread
var scene = GlbModelLoader.Upload(GraphicsDevice, parsed);

What You Get

A Scene containing:

Data Description
Meshes[] GPU vertex/index buffers, bounds
Materials[] PBR (metallic-roughness), Phong (specular-glossiness), Unlit
Skeletons[] Bone hierarchy, inverse bind matrices
Animations[] Translation, rotation, scale, morph weight channels
Nodes[] Scene graph with transforms
Cameras[] Perspective / orthographic

Material Mapping

glTF ModelKit
baseColorFactor Material.Color
baseColorTexture Material.Texture
emissiveFactor Material.EmissiveFactor
emissiveTexture Material.EmissiveMap
normalTexture Material.NormalMap
metallicRoughnessTexture Material.MetallicRoughnessMap
occlusionTexture Material.OcclusionMap
metallicFactor / roughnessFactor Material.MetallicFactor / Material.RoughnessFactor
alphaMode Material.AlphaMode (Opaque, Mask, Blend)
doubleSided Material.DoubleSided
KHR_materials_clearcoat Material.ClearcoatFactor
KHR_materials_transmission Material.TransmissionFactor
KHR_materials_ior Material.IOR

Vertex Formats

Format Stride When used
VertexPositionNormalTexture 32B Standard meshes
VertexPositionNormalTextureColor 36B Meshes with vertex colors
VertexPositionNormalTextureTangent 48B Meshes with tangent data
VertexPositionNormalTextureSkin 68B Skinned meshes

Limitations

  • No built-in renderer — ModelKit provides data, you provide the rendering
  • GPU thread — VertexBuffer/Texture creation needs the graphics thread. Use Parse()/Upload() for background loading
  • Max bones depends on your shader constant buffer size


License

MIT

Contact

Discord: sameplayer

Product Compatible and additional computed target framework versions.
.NET net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
2.0.0 93 3/16/2026
1.3.0 86 3/15/2026
1.0.1 171 5/9/2025
1.0.0 207 5/6/2025