We have deprecated the ability to share 3D objects. Sharing 3D photos is still supported.

Asset Requirements

While creating your 3D assets, keep the following requirements in mind. We've also included a Best Practices section with tips to help you meet these requirements. Note that these requirements may change, but if they do, we will update this page and also log the changes in our changelog.

Need a 3D asset for testing? Download one of our sample assets!


File Types

Each asset must be a single GLB file (a packed, binary version of a the glTF 2.0 file). We do not support other formats, such as FBX, OBJ, DAE, etc.

File Sizes

Assets must be under 3MB.


  • We support JPEG and PNG textures.
  • Texture height and width should be under 4,096 pixels.
  • Tiled and/or mipmapped textures are currently restricted to power-of-two dimensions.


Animations are currently unsupported. Animations in files, or any Morph Targets, will be ignored.

Rendering Methodology

We support both PBR and the KHR_materials_unlit extensions.

Model Positioning

We automatically calculate a bounding box for your model and center it in the viewport. The camera will be in +Z looking towards the -Z direction.

Asset Validator

You can user 3D Model Validation tool to get useful feedback about your 3D assets.

Best Practices

This is some basic information for reducing the size of your 3D assets. We also recommend that you view our GLB Tutorial, which has instructions for creating GLB files using popular 3D creation tools, as well as instructions for converting FBX files to GLB files.

Asset Authoring Flow

This post by The Khronos Group is a good example of a glTF authoring flow.

Reducing Asset Size

  • Use lightweight, realtime modeling techniques
  • Use small, compressed JPEG files for your textures wherever possible. Avoid using uncompressed PNG files.
  • Strip out unused data whenever possible. Unused vertex colors, UV's, etc.
  • Keep your vertex count and object counts as low as possible.
  • Bake out high-polygon surfaces into normal maps.

Sample Assets

We've put together several sample assets that you can for testing. They are bundled into a single ZIP file, which you can download here.


Please refer to our GLB Tutorials document to see instructions for many popular 3D creation tools, as well as instructions for converting FBX files to GLB files.

You can also view The Khronos Group's Authoring Pipeline document for more information.

We've written an FBX to GLTF converter that you can download here. To use it, refer to these instructions.

We support:

  • the standard .glTF PBR shader, and
  • the KHR_materials_unlit extension.

The file will be accepted as part of the post, as long as it's valid, but no animations will play.

No, custom cameras and lights are unsupported.

No, custom environment maps and image-based lighting textures are unsupported.

  • No, backgrounds are unsupported and skyboxes will not work the way you expect them to.
  • No, post processing filters are unsupported.
  • We do not yet support geometry compression (e.g. Draco or any hardware texture compression.

Currently, you cannot upload your own shaders.

  • Your model must conform to the glTF specification. You can test it against this official validator.
  • You can also drag your asset into the Facebook Post composer window. If the asset meets our requirements, the Post composer will render it as a preview.

Animations and morph targets are not currently supported. If they exist in your file, they will be ignored. For updates on animation support, please periodically check our changelog.

The sparse accessors feature is currently not implemented, so do not include sparse accessors in any of your glb files that you intend to share in Facebook Posts.

GLB files are the packed, binary versions of glTF 2.0 files. GLB files includes associated textures. The default material for a glTF file is a PBR shader that takes a base_color texture, a normal texture, an emissive texture, and an ORM texture (occlusion, roughness, metals packed into R, G & B).

For more information about the open GL Transmission Format standard, please refer to The Khronos Group website and its accompanying specification documentation.