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Blender To Unity

OrganizationPopular
CoplayDev
blender-to-unity

Hand off a model from Blender (via BlenderMCP) into Unity (via MCP for Unity) — export the current Blender model, import it through import_model_file, and place it in the open scene. Use when the user has BlenderMCP and MCP for Unity both connected and wants to bring a Blender model into Unity. Does NOT drive Blender's own generators; BlenderMCP owns how the model got into Blender.

Overview

PublisherCoplayDev
Repositoryunity-mcp
Skill nameblender-to-unity
Stars
15.3K
Forks
1.6K
Bundled files
2
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by CoplayDev on GitHub. Read the source before you install it.

Installation

Install the Blender To Unity AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/CoplayDev/unity-mcp/tree/beta/.claude/skills/blender-to-unity
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/CoplayDev/unity-mcp.git /tmp/unity-mcp
mkdir -p .claude/skills
cp -r /tmp/unity-mcp/.claude/skills/blender-to-unity .claude/skills/blender-to-unity
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender To Unity in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender To Unity on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender To Unity is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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:
    python
    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):
    csharp
    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:
    python
    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 (EdgeCyan → EdgeCyan + 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.

Notes

  • Scale. Models from Blender almost always arrive at the wrong scale — its FBX unit handling makes them land ~100× too large in Unity. import_model_file's target_size only rescales at import when the project's Auto-normalize pref is enabled, and its importer-level normalization is unreliable for Blender FBX (it can over- or under-shoot, e.g. a target_size=2 model measured 200 m). The robust fix is the Step 4 measure-bounds-then-set-localScale routine, which hits the target size deterministically regardless of the import scale or the Auto-normalize pref.
  • Materials & emission. FBX carries base/diffuse color and transforms fine, but drops emission and any node-based color — so Blender neon / "Tron" scenes (color stored in emission) import as dark bodies with black accents. Two fixes: (a) prefer glTF/GLB when glTFast is installed — glTF's PBR model carries emissiveFactor + KHR_materials_emissive_strength natively, so emission survives with no post-step (bpy.ops.export_scene.gltf(filepath=out, export_format='GLB', use_active_scene=True)); (b) with FBX, run Step 5 to dump Blender's emission and reapply it. Also check the mesh for a color_attributes (vertex color) layer — the data survives FBX, but URP Lit won't display it; that needs a vertex-color-reading shader, not _EmissionColor.
  • FBX is the default because glTFast is optional in MCP for Unity. If the import errors with "GLB import requires glTFast", re-export as FBX (or install glTFast from the Dependencies tab).
  • Format fidelity. references/bridge-fidelity.md is a tested matrix of what each format carries. Summary: GLB (glTFast) keeps textures, metallic/roughness, emission, transparency, and animation automatically; FBX drops metallic + emission, needs ModelImporter.animationType = Generic to surface transform animation, and needs material/texture extraction to assign an embedded texture. Both bake modifiers and carry geometry + vertex-color data (URP Lit won't display vertex colors). Neither carries procedural/node materials — bake them to image textures in Blender first.
  • Animation doesn't auto-play. An imported clip won't move the model until an AnimatorController drives it — the placed model has an Animator with a null controller, so it looks frozen. Build one with manage_animation (controller_create → add the clip as a looping state → controller_assign onto the instance) rather than hand-rolling execute_code. See bridge-fidelity gotcha #7.
  • Multi-material zones survive. A mesh split into material slots in Blender (e.g. skin/shirt/pants regions) imports as submeshes with one material each — base colors carry over GLB natively — so you can "dress" a model with material zones and it arrives intact.
  • Keep one model per handoff; for batches, repeat the loop with distinct names.
  • This skill never sends API keys or file bytes over the MCP bridge — Unity reads the file from disk.
  • import_model_file copies only the single source file; for multi-file exports (a text .gltf with an external .bin, or an .obj with a sibling .mtl/textures), zip them first and pass the .zip — a bare .gltf/.obj will lose its sidecars.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender To Unity AI skill do?

Hand off a model from Blender (via BlenderMCP) into Unity (via MCP for Unity) — export the current Blender model, import it through import_model_file, and place it in the open scene. Use when the user has BlenderMCP and MCP for Unity both connected and wants to bring a Blender model into Unity. Does NOT drive Blender's own generators; BlenderMCP owns how the model got into Blender.

Why use Blender To Unity on TypingMind?

Because you install it once and use it with any model. Blender To Unity is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender To Unity in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/CoplayDev/unity-mcp/tree/beta/.claude/skills/blender-to-unity. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender To Unity?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender To Unity?

As many as you like. As long as a model supports skills, you can use Blender To Unity with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender To Unity AI skill free?

Yes. It is published on GitHub by CoplayDev under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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