blender-to-unity

A workflow for exporting a model from Blender and importing it into the currently connected Unity project. Blender is a 3D creation tool, while Unity is a game engine.

In plain words
What is it for?
Use it when a model already exists in Blender and you want to bring it into Unity, including choosing a suitable export format.
Why use it?
It handles the file handoff between the two applications and places the imported model in the open Unity scene.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/coplaydev/unity-mcp/blender-to-unity
Any agent
npx skills add CoplayDev/unity-mcp --skill blender-to-unity
Clone the repo
git clone --depth 1 https://github.com/CoplayDev/unity-mcp

Made for: Claude Code, Codex.

Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,546 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00091 $0.02546
Opus 5 $0.00046 $0.01273
Sonnet 5 $0.00018 $0.00509
Haiku 4.5 $0.00009 $0.00255

Measured 3d ago against content hash 744edbee220f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

blender-to-unity scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/blender-to-unity/SKILL.md · 135 lines

How it starts

The opening of the file, as written. The whole thing — 135 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender → Unity Model Handoff

Bring whatever model is currently in Blender into the open Unity scene. The seam is the local filesystem: Blender exports a file, Unity imports it. The two servers never talk directly.

Preconditions

  • Both mcp__blender__* tools and MCP for Unity tools are connected.
  • A model exists in the Blender scene (confirm with mcp__blender__get_scene_info / mcp__blender__get_object_info). If empty, stop and tell the user — this skill does not generate models.
  • import_model_file is in the asset_gen tool group, which is off by default (only core loads). Enable it first with manage_tools (enable the asset_gen group), or call the C# handler straight through batch_execute{"tool":"import_model_file","params":{"sourcePath":...,"name":...,"outputFolder":...}} (camelCase) — which dispatches by name regardless of group gating.

Steps

  1. Resolve the Unity project path. Read mcpforunity://editor/state for the project root (the editor dataPath's parent). Decide the export format:
    • GLB (glTFast) when the model has a rig, animation, PBR (metallic/roughness), emission, or transparency — glTFast carries all of these automatically, no post-processing (see references/bridge-fidelity.md). Multi-material zones survive either format, so they alone don't force GLB.
    • FBX otherwise — when glTFast isn't installed, the model is plain geometry, or you specifically need the built-in importer's humanoid-avatar pipeline. FBX drops emission/metallic (Step 5 restores emission) and surfaces animation only with animation_type set (Step 3).
  2. Export from Blender to a temp path via mcp__blender__execute_blender_code:
    import bpy, os, tempfile
    out = os.path.join(tempfile.gettempdir(), "blender_to_unity.fbx")
    # Export the selection if any, else the whole scene:
    bpy.ops.export_scene.fbx(filepath=out, use_selection=bool(bpy.context.selected_objects),
                             apply_unit_scale=True, bake_space_transform=True)
    print(out)
    
    (glTF branch: out_glb = os.path.join(tempfile.gettempdir(), "blender_to_unity.glb"), then bpy.ops.export_scene.gltf(filepath=out_glb, export_format='GLB', use_active_scene=True) — its default use_active_scene=False can silently export a different open scene.)
  3. Import into Unity with import_model_file: import_model_file(source_path=<temp path>, name=<asset name>, target_size=<final size in meters>). For a rigged/animated FBX, also pass animation_type="generic" (or "humanoid"; "legacy" targets the old Animation-component system) — the importer defaults to "none", which deliberately imports the mesh with zero animation clips. GLB ignores this (glTFast imports animation itself), so it's an FBX-only knob. It returns { asset_path, asset_guid }. Pass target_size as the intended final size, but treat it only as a hint: it rescales at import solely when the project's Auto-normalize pref is on, and even then is unreliable for Blender FBX (see the Scale note). Step 4 does the reliable normalization.
  4. Place it in the scene, normalized to size. Ensure the scene has a camera + directional light (manage_scene / manage_gameobject). Instantiate the model at the chosen position via manage_gameobject(action="create", prefab_path=<asset_path>, name=<asset name>, position=[x,y,z]). Then normalize its size deterministically — Blender FBX commonly imports ~100× too large — by measuring the placed model's world bounds and scaling so its largest dimension equals your target size. Run via execute_code (substitute your object name and target meters):
    var go = GameObject.Find("<asset name>");
    var rs = go.GetComponentsInChildren<Renderer>();
    var b = rs[0].bounds; for (int i = 1; i < rs.Length; i++) b.Encapsulate(rs[i].bounds);
    float maxDim = Mathf.Max(b.size.x, Mathf.Max(b.size.y, b.size.z));
    float target = 2f; // intended size in meters
    if (maxDim > 0.0001f) go.transform.localScale *= target / maxDim;
    
  5. Restore emission FBX dropped (FBX path). Blender scenes commonly store their color/glow in material emission (and other Principled-node inputs). FBX carries base/diffuse color but not emission, so neon / "Tron" scenes import as dark bodies with black accents. If the import looks flat vs. Blender, restore it: a. Dump the emissive materials from Blender via execute_blender_code:
    import bpy, json
    out = {}
    for m in bpy.data.materials:
        if not (m.use_nodes and m.node_tree): continue
        col, s = (0, 0, 0), 0.0
        p = next((n for n in m.node_tree.nodes if n.type == 'BSDF_PRINCIPLED'), None)
        es = next((k for k in ('Emission Color', 'Emission') if p and k in p.inputs), None)  # 4.x / 3.x name
        if es:
            col = tuple(p.inputs[es].default_value)[:3]
            s = float(p.inputs['Emission Strength'].default_value)
        e = next((n for n in m.node_tree.nodes if n.type == 'EMISSION'), None)
        if e and s == 0:
            col = tuple(e.inputs['Color'].default_value)[:3]; s = float(e.inputs['Strength'].default_value)
        if s > 0 and sum(col) > 0.01:
            out[m.name] = [round(col[0], 3), round(col[1], 3), round(col[2], 3), round(s, 3)]
    print(json.dumps(out))
    
    b. In Unity (execute_code): extract the FBX's materials so they're editable (AssetDatabase.ExtractAsset per Material, then ImportAsset(fbx, ForceUpdate)), then for each dumped name set _EmissionColor = color * Mathf.Clamp(strength*0.45f, 1.5f, 5f), EnableKeyword("_EMISSION"), and globalIlluminationFlags = RealtimeEmissive. Match names case-insensitively — FBX mangles case and can split one material into variants (EdgeCyanEdgeCyan + EDGE_CYAN); set every match. Add a global Bloom volume and enable the camera's renderPostProcessing so the emission actually glows.
  6. Verify with manage_camera(action="screenshot", include_image=true) and report the asset path + a screenshot.

Read the full file on GitHub · 135 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 135 lines · 91 tokens per session scan A 744edbee220f

Subscribe to this mod's changes

blender-to-unity is a skill published in the GitHub repository CoplayDev/unity-mcp (13,817 stars, last pushed today), licensed MIT. It adds 91 tokens to every session and 2,546 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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