blender-to-unity

blender-to-unity is a skill for Claude Code, Codex from isaacsight/kernel. It costs 91 tokens per session (1,138 once invoked), scanned A, original, MIT.

A workflow for moving a 3D model from Blender, a 3D creation program, into an open Unity scene, a game-engine workspace. It uses connected Blender and Unity tools and transfers the model through a file.

In plain words
What is it for?
Exporting the current Blender model, importing it into Unity, and placing it in the open Unity scene.
Why use it?
It removes the manual export, file-location, import, and scene-placement steps between the two programs. It does not create a model when Blender's scene is empty.

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/isaacsight/kernel/blender-to-unity
Any agent
npx skills add isaacsight/kernel --skill blender-to-unity
Clone the repo
git clone --depth 1 https://github.com/isaacsight/kernel

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for blender-to-unity

README.md
[![agentmods](https://agentmods.dev/badge/skills/isaacsight/kernel/blender-to-unity.svg)](https://agentmods.dev/skills/isaacsight/kernel/blender-to-unity)
Your own site
<a href="https://agentmods.dev/skills/isaacsight/kernel/blender-to-unity"><img src="https://agentmods.dev/badge/skills/isaacsight/kernel/blender-to-unity.svg" alt="Measured on agentmods" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,138 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 $0.01138
Opus 5 $0.00046 $0.00569
Sonnet 5 $0.00018 $0.00228
Haiku 4.5 $0.00009 $0.00114

Measured 4d ago against content hash 1b0ec33705d6, 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 4d 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.

.agents/skills/blender-to-unity/SKILL.md · 67 lines

How it starts

The opening of the file, as written. The whole thing — 67 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.

Steps

  1. Resolve the Unity project path. Read mcpforunity://editor/state for the project root (the editor dataPath's parent). Decide the export format: FBX by default (built-in importer, zero extra dependencies). Use glTF/.glb only if glTFast is installed and PBR fidelity matters.
  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: bpy.ops.export_scene.gltf(filepath=out_glb, export_format='GLB').)
  3. Import into Unity with import_model_file: import_model_file(source_path=<temp path>, name=<asset name>, target_size=<final size in meters>). 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. Verify with manage_camera(action="screenshot", include_image=true) and report the asset path + a screenshot.

Read the full file on GitHub · 67 lines

Files

What ships with it

1 file 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. 4d ago First seen · 67 lines · 91 tokens per session scan A 1b0ec33705d6

Subscribe to this mod's changes

blender-to-unity is a skill published in the GitHub repository isaacsight/kernel (16 stars, last pushed 5d ago), licensed MIT. It adds 91 tokens to every session and 1,138 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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