SuperAPI AI Directory

unity-export

Coding & development

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Updated 10-15 19:57

About this skill

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