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/unity-export

Unity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.

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blender-skills
1.7k94 skills1 MCP

Claude Code

$ npx -y skills add arjun988/blender-skills --skill unity-export --agent claude-code

SKILL.md

unity-export.SKILL.md
name: unity-export
description: Unity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: Unity, Unity export, Unity FBX, Unity GLTF, humanoid, Unity materials, Unity LOD, Unity collision
  related-skills: export-pipeline, lod-pipeline, collision-proxy, asset-optimization, materials

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

| 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..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

| Topic | Reference | Load When | |-------|-----------|----------| | Unity Checklist | `references/unity-checklist.md` | When needed | | Unity Materials | `references/unity-materials.md` | When needed |

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@arjun988
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Questions about unity-export.

Which coding agents can use unity-export?
unity-export installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.