--- name: unity-export 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 |