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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 |

