How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/arjun988/blender-skills --skill unity-exportBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Unity Export
Unity-ready transforms, materials, LODs, and collision. Prefer GLB/GLTF for modern; FBX for legacy/animation.
When to Use
- Shipping assets to Unity
- Humanoid character export
- Prefab-oriented mesh splits and LODs
Pre-Flight
asset-optimizationPASSlod-pipelineif LODs requiredcollision-proxyif physics required- Apply transforms; correct pivots
Recommended Formats
| Case | Format |
|---|---|
| Static mesh modern | GLB |
| Animated / humanoid | FBX |
| Simple props | GLB or FBX |
Transform Defaults
Unit: Meters (Unity 1 unit = 1m)
Forward: -Z (Blender) → verify in Unity
Scale Factor: 1.0 (fix if model tiny/huge)Materials
- Prefer single material slots matching Unity workflow
- Metallic-Roughness for GLTF
- Embed or provide textures beside FBX
- Name materials
MAT_consistently
Characters
- T-pose or A-pose per project
- Root bone at origin; hips correctly placed
- Humanoid: clear bone naming; test Avatar mapping
- Export animations as separate clips when needed
LODs & Collision
- LOD Group naming:
SM_Name_LOD0..Nor Unity LOD Group meshes - Collision: convex meshes or Unity primitive colliders from proxies
- See
collision-proxyfor UCX-style naming if using FBX conventions
Verify in Unity
- [ ] Scale vs reference cube
- [ ] Pivot / prefab placement
- [ ] Normals / tangents
- [ ] Materials assigned
- [ ] LOD transitions
- [ ] Animator clips (if any)
Constraints
MUST DO
- Validate before export
- Document scale factor used
- Test import once before declaring done
MUST NOT DO
- Assume FBX settings without project convention
- Leave unused high-poly LODs in prefab
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Unity Checklist | references/unity-checklist.md | When needed |
| Unity Materials | references/unity-materials.md | When needed |


