Three.js / WebGL
Browser runtimeFragments stream into a live in-browser viewport with LOD swapping driven by beacon tags. No install, shareable review links, instrumented for inspection.
- glTF fragments
- Streamed scene graph
- Review viewport
Engine integration
Beacons carry the same meaning into every engine, so a fragment tagged once behaves consistently whether it lands in Unreal, Unity, Godot or a browser viewport.
Fragments stream into a live in-browser viewport with LOD swapping driven by beacon tags. No install, shareable review links, instrumented for inspection.
A TETA-IO plugin mounts fragments as a virtual content root. Beacons map to asset tags and data layers, so world partition stays aligned with your code graph.
Fragments become Addressable groups with labels derived from beacons. Build profiles are generated per platform target rather than hand-maintained.
Fragments import as scene resources with beacon-driven groups and node metadata, keeping lightweight projects fully reproducible from the graph.