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.

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