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3D Dependency Inspector

Audit what a GLB or GLTF file references against what it actually contains.

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Select a GLB or glTF file to audit

Accepted: .glb,.gltf

Companion files (optional)upload_file

Click to browse or drag & drop files here

Add the .bin buffers and textures a .gltf references, to check the delivery is complete

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Is this asset complete, and is it tidy?

Those are two different questions, and neither is answered by a validator. A glTF file can be perfectly valid according to the specification while still containing twelve copies of the same texture, forty materials nothing references, and a pointer to a .bin file that never made it into the delivery.

This dependency inspector answers both.

The three failure modes

Missing resources

A .gltf is not a self-contained file. It points at .bin buffers and image files that have to travel alongside it. When someone zips up the wrong folder, you get a model that loads without errors and renders as nothing, or as untextured grey.

The inspector lists every referenced resource that is not present, by name. If you supply the companion files, it re-checks against them — so you can confirm a delivery is complete before forwarding it to a client.

Unused data

Exporters leave a lot behind: materials from a deleted object, accessors nothing reads, nodes with no children and no mesh, textures assigned to a slot that was later cleared. None of it renders. All of it downloads.

Rather than guess, the tool clones the document, runs a proper reachability analysis, and reports the difference — so "removable" means genuinely unreferenced, not merely suspicious.

Duplicated textures

This one is easy to miss and expensive to keep. When a model is assembled from several sources, the same image often ends up embedded several times under different names. The inspector compares the actual image bytes, not filenames — so wood.png and wood_1.png with identical content are correctly identified as one texture stored twice, and two different textures that happen to share a name are not falsely flagged.

Each duplicate group shows how many bytes are wasted.

The number that matters

Everything above rolls up into one figure: recoverable size. That is the difference between the file as it stands and the file after deduplication and pruning. It is the honest argument for running a cleanup — and if it says zero, your asset is already tidy and you can stop worrying about it.

One caveat on "unused"

Unreferenced does not always mean deletable. An application may look up a node by name at runtime and attach something to it, in which case the node is unreachable from the scene graph but far from useless. Read the list before pruning; do not assume.

Privacy

The audit runs entirely in your browser. Nothing is uploaded, which makes it safe for client deliveries and unreleased assets.