IWSDK level loading: GLXF only? Performance concerns with Spatial Editor restrictions
Hi, I’m working with IWSDK and currently loading environments using world.loadLevel with .glxf files exported from Meta Spatial Editor.
This works functionally, but I’m running into performance and file size issues. Meta Spatial Editor enforces very restrictive export rules (no Draco, no KTX2/ETC1S, no mesh quantization, etc.), which makes GLXF-based levels significantly heavier than optimized GLTF/GLB assets.
My questions are:
Is .glxf the only supported format for loading a “level” via world.loadLevel in IWSDK, or is there (or will there be) support for treating a plain GLTF/GLB as a level root?
From a performance-oriented workflow perspective, is the intended approach to:
use large GLXF files as full levels, or
skip level loading entirely and assemble environments at runtime (loading optimized GLTF/GLB assets and creating entities in code)?
Are there any plans or recommendations for authoring or exporting GLXF outside of Meta Spatial Editor, or for relaxing the compression restrictions in the editor?
I’d like to understand the recommended best practice when performance and download size are a priority.
Thanks in advance.