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Unity Export
ASecurityUnity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.
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- Added September 24, 2026
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[](https://www.skillsdirectory.com/skills/furkantokkan-unity-export)---
name: unity-export
model: sonnet
effort: high
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 |
Files in this skill
- SKILL.md
- references/unity-checklist.md
- references/unity-materials.md
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