Engine integration

One fragmented build. Four production targets.

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.

Configurator

Configure an integration and preview the build

Pick a target, set fragmentation and beacons, and copy the generated config straight into your project.

01 — Engine target

02 — Delivery format

03 — Platform

04 — Fragmentation

LOD levels3
Fragment size24 MB

05 — Beacons

Stream fragments at runtime
Deterministic dependency cuts

Live preview

Three.js / WebGL · Chromium
Fragments
80
Initial load
320 MB
Beacons
3
teta.webgl.json
{
  "engine": "webgl",
  "integration": "Browser runtime",
  "build": {
    "format": "glTF 2.0",
    "target": "Chromium",
    "lodLevels": 3,
    "fragmentSizeMb": 24,
    "streaming": true,
    "deterministicCuts": true
  },
  "beacons": [
    "domain",
    "lod",
    "platform"
  ]
}

Three.js / WebGL

Browser runtime

Fragments 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

Unreal Engine

Editor plugin

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.

  • Virtual content root
  • Data layer mapping
  • Nanite-ready meshes

Unity

Package + Addressables

Fragments become Addressable groups with labels derived from beacons. Build profiles are generated per platform target rather than hand-maintained.

  • Addressable groups
  • Generated profiles
  • Prefab bindings

Godot

Editor add-on

Fragments import as scene resources with beacon-driven groups and node metadata, keeping lightweight projects fully reproducible from the graph.

  • Scene resources
  • Group metadata
  • Reproducible import