The questions this answers
A viewer shows you a model. An inspector tells you why it does not work.
"Why does my normal map do nothing?" — Open the Meshes tab and look at the attribute list. Nine times out of ten there is no tangent attribute, and often no uv either. Normal mapping needs both; without tangents most renderers either ignore the map or produce garbage lighting.
"Why did Unity reject this GLB?" — Check the glTF tab's extensions required list. A file that requires KHR_draco_mesh_compression or KHR_materials_variants will be refused outright by importers that do not implement them. Required extensions are not optional — that is the whole point of the distinction.
"Why is it 80 MB?" — Compare geometry bytes against estimated texture memory. Almost always the answer is four 4K textures.
"Why does it render at 9 fps?" — Look at draw calls, not triangle count. 300 draw calls will kill a frame budget that 300,000 triangles would not touch.
"Is this actually the model I paid for?" — Triangle count, material list and texture dimensions, all read from the real file rather than the seller's marketing render.
What it reports
- Summary — format, size, nodes, meshes, triangles, vertices, draw calls, materials, textures, animations, bones, morph targets, UV sets, geometry bytes, estimated GPU texture memory and bounding-box dimensions
- Hierarchy — the full scene graph with per-node triangle counts
- Meshes — vertices, triangles, the exact attribute list, index buffer type, morph target count and skinning status per mesh
- Materials — type, base colour, metallic and roughness values, alpha mode, double-sidedness and which texture slots are populated
- Textures — dimensions, power-of-two status, colour space, wrap modes and estimated GPU footprint
- Animation — every clip with its duration, track count and which properties it animates, plus the skeleton and bone counts
- glTF — the asset block (generator, version, copyright) and the extensions used and required
Copy the report
The Copy JSON report button serialises everything to the clipboard. Paste it into a bug report, a supplier email, or a diff against another file's report. It is far more useful than a screenshot when you are trying to explain to someone that their export is missing tangents.
A note on GPU memory
The texture memory figure is an estimate: width × height × 4 bytes, plus roughly a third again for the mip chain. Real usage depends on the driver's chosen internal format and whether compressed textures are in play. Treat it as an order of magnitude, not a measurement — but as an order of magnitude it is usually the number that explains a mobile crash.
Privacy
Parsing happens entirely in your browser. Nothing is uploaded, so you can inspect NDA'd client assets and unreleased work safely.
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