Bring existing work into Poly when it gives you a useful starting point. Export when the result needs to move to another tool. Keep the saved Poly scene as your editable project, since an exchange file cannot preserve every editing feature.
Choose an Import Source
The Assets browser can bring in a Poly document, an authorized 3D file from Docs, or a device file. Supported .glb files use GLB 2.0; supported .gltf files must contain their required resources within the file. The source limit is 50 MB.
A glTF file that relies on separate images or buffers is not a self-contained import. Package the supported resources into one GLB or embedded-resource glTF before trying again. Invalid, empty, oversized, and unsupported files are rejected with feedback.
Accepted models appear in the viewport with supported geometry, textures, hierarchy, materials, rigs, and clips. Their authored scale is preserved, so a model can be much larger or smaller than your other objects. Use Fit before assuming an import is missing.
Imports can take time to read, upload, and prepare for display. Watch their progress and the scene save feedback; an object appearing locally is only one stage of bringing it safely into the scene.
Reuse Another Poly Scene
Importing a Poly document creates a linked group based on the selected source version. You can place the group as one instance, while its descendants remain protected.
Make Local detaches that instance so its content can be edited independently. This is an undoable change. Use it when you need to customize the parts rather than preserve the imported grouping.
Linked scenes do not refresh automatically when their source changes. Treat an imported link as a particular version, and deliberately replace it if you need a newer result. Self-links and circular links are not accepted.
Choose the Export You Need
Export scene offers GLB and glTF. GLB is the practical one-file choice; glTF provides readable JSON with resources embedded.
Choose whether to include supported materials, textures, lights, cameras, and animation. Unavailable options explain their limits. Exporting evaluated geometry does not apply the modifiers back to your saved Poly document.
Read the Result Report
Export preserves supported geometry, UVs, hierarchy, transforms, surfaces, native skin bindings, and authored object or native-joint animation. Some features need simplification, and others are omitted.
Imported source animation and imported-joint overlays do not currently transfer as complete editable animation. Morphs and procedural effects may become a static pose. Scene reflections, sky imagery, ambient lighting, and unsupported textures or light behavior may differ from the Poly preview.
An export finishing successfully does not mean every scene feature was included. Read the summary and inspect the file in its destination application before relying on it for delivery.
Export an Image Instead
PNG export captures the mounted flat viewport without the surrounding editor panels. Set the camera and display mode before exporting. This is useful when the receiver needs to see the result rather than manipulate its geometry.
PNG viewport capture is not offered by the native Quest export menu. Use the flat editor for this workflow.
Common Questions
Is GLB a backup of my whole Poly project?
It is a portable exchange file. Keep your saved Poly scene for its full editable structure, supported authoring state, and linked content.
Why does my imported object seem to be absent?
Wait for preparation to finish, inspect any error, and try Fit. Imported models retain their authored scale.
Will a linked scene update itself?
No. It retains the imported source version until you deliberately replace it.
Why do some export controls stay unavailable?
They are enabled only for content the current exporter can write. The dialog or result report explains unsupported content.