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unity-export

unity-export

github.com/arjun988Creative & media1.3k247 installsUpdated 16w ago
Repository

About unity-export

unity-export is a skill for preparing 3D assets for Unity, covering transforms, materials, LODs, collision, and import checks. It gives format guidance for static meshes, animated models, and humanoid characters.

Key features

  1. 01GLB and FBX format guidance
  2. 02Transform and pivot preparation
  3. 03Material and texture setup
  4. 04LOD and collision conventions
  5. 05Unity import verification

Use cases

  1. 01Exporting static meshes to Unity
  2. 02Preparing humanoid character assets
  3. 03Checking prefab-oriented mesh splits and LODs

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill unity-export

After installing, type/unity-exportin Claude Code to confirm it loaded.

Bundled filesreferences/unity-checklist.mdreferences/unity-materials.md

Details

From the project README

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

  1. asset-optimization PASS
  2. lod-pipeline if LODs required
  3. collision-proxy if physics required
  4. Apply transforms; correct pivots

Recommended Formats

CaseFormat
Static mesh modernGLB
Animated / humanoidFBX
Simple propsGLB 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..N or Unity LOD Group meshes
  • Collision: convex meshes or Unity primitive colliders from proxies
  • See collision-proxy for 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

TopicReferenceLoad When
Unity Checklistreferences/unity-checklist.mdWhen needed
Unity Materialsreferences/unity-materials.mdWhen needed

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