# Manual Verify — blender-to-unity Run against a live Blender (BlenderMCP) + Unity (MCP for Unity) pair. - [ ] A cube/model exists in Blender (`get_scene_info` shows it). - [ ] FBX export writes a non-empty file to the temp path (printed path exists, size > 0). - [ ] `import_model_file` returns `success: true` with `asset_path` under `Assets/` and a non-empty `asset_guid`. - [ ] The imported model appears in the Project window at `asset_path`. - [ ] The model is instantiated in the open scene and visible in a `manage_camera` screenshot. - [ ] Scale: after the Step 4 measure-bounds-then-`localScale` routine, the placed model's largest world dimension ≈ the target size (Blender FBX imports ~100× too large until normalized). - [ ] glTF path: with glTFast installed, a `.glb` export imports successfully; without it, the error names glTFast/the Dependencies tab (and FBX still works). - [ ] No API keys or file bytes appear in any bridge payload (handoff is filesystem-only).