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Document loading FBX scenes in Run-time file loading and saving #10890

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9 changes: 8 additions & 1 deletion tutorials/io/runtime_file_loading_and_saving.rst
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ Example use cases for runtime file loading and saving include:
- Loading texture packs designed for the game.
- Loading user-provided audio tracks and playing them back in an in-game radio station.
- Loading custom levels or 3D models that can be designed with any 3D DCC that
can export to glTF (including glTF scenes saved by Godot at runtime).
can export to glTF or FBX (including glTF scenes saved by Godot at runtime).
- Using user-provided fonts for menus and HUD.
- Saving/loading a file format that can contain multiple files but can still
easily be read by other applications (ZIP).
Expand Down Expand Up @@ -222,6 +222,13 @@ Godot can load and save glTF files in exported projects, in both text
(``.gltf``) and binary (``.glb``) formats. The binary format should be preferred
as it's faster to write and smaller, but the text format is easier to debug.

Since Godot 4.3, FBX scenes can also be loaded (but not saved) at runtime using the
:ref:`class_fbxdocument` and :ref:`class_fbxstate` classes. The code to do so
is the same as glTF, but you will need to replace all instances of
``GLTFDocument`` and ``GLTFState`` with ``FBXDocument`` and ``FBXState`` in the
code samples below. There are `known issues <https://github.com/godotengine/godot/issues/96043>`__
with runtime FBX loading, so using glTF instead is preferred for now.

Example of loading a glTF scene and appending its root node to the scene:

.. tabs::
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