Hz Unity Fbx Import logo

Hz Unity Fbx Import

Organization
meta-quest
hz-unity-fbx-import

Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta Quest and Horizon OS. Use when adding FBX files, 3D models, or external assets.

Overview

Publishermeta-quest
Repositoryagentic-tools
Skill namehz-unity-fbx-import
Stars
195
Forks
17
Bundled files
1
LicenseApache-2.0
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.

  • 1 bundled files

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

  • Open source

    Published by meta-quest on GitHub. Read the source before you install it.

Installation

Install the Hz Unity Fbx Import 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.
  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/meta-quest/agentic-tools.git /tmp/agentic-tools
mkdir -p .claude/skills
cp -r /tmp/agentic-tools/skills/hz-unity-fbx-import .claude/skills/hz-unity-fbx-import
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Hz Unity Fbx Import 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 Hz Unity Fbx Import 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 Hz Unity Fbx Import 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.

Unity FBX Import with Full URLs

This skill ensures that when importing external 3D models (FBX files) into Unity using the Unity MCP Unity_ImportExternalModel tool, full and complete URLs are always provided, preventing import failures due to incomplete paths.

When to use this skill

Use this skill automatically whenever:

  • Importing FBX files from external sources
  • Adding 3D models to the Unity project
  • Loading assets from URLs or file paths
  • User mentions: "import model", "add FBX", "load 3D asset", "bring in model"
  • Using the Unity_ImportExternalModel tool from Unity MCP

Core principle

ALWAYS use complete, fully-qualified URLs for FBX files.

Never use relative paths, partial URLs, or assume path completion. The FbxUrl parameter must be a complete URL or absolute file path.

Instructions

Step 1: Identify the FBX source

When a user requests to import a model, determine the source:

  1. Remote URL (HTTP/HTTPS):

    • Must start with http:// or https://
    • Must include the full domain and path
    • Filename must end with .fbx or .zip
    • IMPORTANT: Include ALL query parameters and tokens after the extension
    • Query parameters (like ?param=value&other=data) are required for authentication
    • Example: https://example.com/models/character.fbx?token=abc123&auth=xyz
    • Example: https://cdn.fbcdn.net/path/file.fbx?_nc_gid=xxx&_nc_oc=yyy&oh=zzz
  2. Local file (file system):

    • Must be an absolute path (not relative)
    • Windows: C:/Users/name/Downloads/model.fbx
    • Unix/Mac: /home/user/models/model.fbx
    • Must end with .fbx or .zip
  3. ZIP archive:

    • Can be URL or local path
    • Must contain an FBX file inside
    • Example: https://example.com/assets.zip

Step 2: Validate the URL format

Before calling Unity_ImportExternalModel, verify the URL:

CRITICAL: For URLs with query parameters (like ?token=...&auth=...), you MUST include the ENTIRE URL including all parameters. Query parameters often contain authentication tokens required for download.

Valid examples:

  • https://cdn.example.com/assets/models/chair.fbx
  • https://cdn.example.com/models/chair.fbx?token=abc123&auth=xyz789 (with query params)
  • https://scontent.fbcdn.net/model.fbx?_nc_gid=xxx&_nc_oc=yyy&oh=zzz (Meta CDN with auth)
  • http://localhost:8000/models/character.fbx
  • file:///C:/Users/name/Downloads/robot.fbx
  • C:/Projects/Models/tree.fbx (Windows absolute)
  • /home/user/assets/car.fbx (Unix absolute)
  • https://github.com/user/repo/releases/download/v1.0/model.zip

Invalid examples (never use these):

  • models/chair.fbx (relative path)
  • ~/Downloads/robot.fbx (tilde expansion not supported)
  • example.com/model.fbx (missing protocol)
  • ../assets/model.fbx (relative path)
  • model.fbx (no path at all)

Step 3: Get required parameters

The Unity_ImportExternalModel tool requires:

  1. Name (required):

    • Simple identifier (single word, no spaces)
    • Use alphanumeric characters and underscores/hyphens
    • Example: office_chair, character_01, tree_oak
  2. FbxUrl (required):

    • MUST be a complete, full URL or absolute path
    • No relative paths allowed
    • Include protocol for remote URLs (http://, https://)
  3. Height (required):

    • Desired height in Unity units (meters)
    • Reasonable values: 0.1 to 10.0 for most objects
    • Example: 1.8 for human-sized character, 2.0 for chair
  4. AlbedoTextureUrl (optional):

    • Full URL to texture file (same rules as FbxUrl)
    • Can be local file or remote URL
    • Common formats: .png, .jpg, .jpeg

Step 4: Call Unity_ImportExternalModel with full URL

Use the Unity MCP tool with complete parameters:

json
{
  "Name": "office_chair",
  "FbxUrl": "https://example.com/models/office_chair.fbx",
  "Height": 1.0,
  "AlbedoTextureUrl": "https://example.com/textures/chair_diffuse.png"
}

Never omit the protocol or use partial paths.

Step 5: Handle the import result

After calling Unity_ImportExternalModel:

  1. Check for success:

    • Tool returns success: true if import succeeded
    • Result includes GameObject and Prefab information
    • Note the bounds (size and center) for placement
  2. Extract important data:

    • GameObject instance ID and name
    • Prefab path for reuse
    • World size and center (for placement operations)
  3. Report to user:

    • Confirm successful import
    • Show the GameObject name and prefab path
    • Mention the size and position
    • Suggest next steps (placement, scaling, etc.)

Step 6: Use with unity-placement skill

After importing, use the bounds information with the unity-placement skill for proper positioning:

The imported model has:
- Size: [width, height, depth]
- Center: [x, y, z]
- Prefab: Assets/Prefabs/name.prefab

Consider the size when placing relative to other objects.

Handling user-provided paths

If user provides a partial path

When the user gives an incomplete path, ask for the complete path:

User: "Import models/car.fbx"

Ask for clarification: "I need the complete path to the FBX file. Is it:

What is the full path to car.fbx?"

If user provides a URL without protocol

User: "Import from example.com/models/chair.fbx"

Clarify the protocol: "Should this be:

Which protocol should I use?"

If user provides a relative path

User: "Import ../models/tree.fbx"

Request absolute path: "Relative paths aren't supported. Please provide the absolute path to tree.fbx.

For example:

  • Windows: C:/Projects/models/tree.fbx
  • Mac/Linux: /home/user/projects/models/tree.fbx

What is the full path?"

Best practices

  1. Always verify URL format before calling Unity_ImportExternalModel
  2. Never assume paths - always use what's explicitly provided or ask for clarification
  3. Prefer absolute paths over any form of relative path
  4. Include protocol for all remote URLs (http://, https://)
  5. Validate file extension - must be .fbx or .zip
  6. Use simple names - alphanumeric with underscores/hyphens only
  7. Set reasonable heights - 0.1 to 10.0 for most objects
  8. Check import results - verify success and extract bounds data
  9. Coordinate with unity-placement - use bounds for subsequent positioning

Error prevention checklist

Before calling Unity_ImportExternalModel, verify:

  • FbxUrl is a complete URL or absolute path
  • URL includes protocol if remote (http:// or https://)
  • ALL query parameters are included (everything after ? in the URL)
  • Path is absolute if local (starts with C:/ or /)
  • No relative path components (no ../ or ./)
  • No tilde expansion (no ~/)
  • Filename ends with .fbx or .zip (query params can follow)
  • Name parameter is a simple identifier (no spaces)
  • Height is a reasonable positive number
  • AlbedoTextureUrl (if provided) is also a full URL/path with all params

Fallback: When Unity_ImportExternalModel is unavailable

If Unity_ImportExternalModel is not available but other Unity MCP tools (like Unity_RunCommand) are working, there are two options.

Option A: Enable the tool in Unity

Tell the user:

"The Unity_ImportExternalModel tool is not currently enabled. To enable it:

  1. In Unity, go to Project Settings -> AI -> Unity MCP Server
  2. Under the Core section, toggle on Unity_ImportExternalModel
  3. The tool will become available immediately — no restart needed."

Option B: Manual import via Unity_RunCommand

If the user cannot or does not want to enable the tool, read FALLBACK_MANUAL_IMPORT.md (next to this file) for a step-by-step guide to replicate the import pipeline using Unity_RunCommand, based on the reference implementation in the com.unity.ai.assistant package.

Quick reference

Required format for FbxUrl

Source TypeFormatExample
Remote HTTPShttps://domain/path/file.fbxhttps://cdn.example.com/models/chair.fbx
Remote HTTPhttp://domain/path/file.fbxhttp://localhost:8000/model.fbx
Local WindowsC:/path/to/file.fbxC:/Users/name/Downloads/robot.fbx
Local Mac/Linux/path/to/file.fbx/home/user/models/tree.fbx
ZIP archiveSame as above with .ziphttps://example.com/pack.zip

Integration with other skills

With unity-placement

After importing, use the returned bounds with unity-placement:

Imported model "robot_character":
- Size: [0.6, 1.8, 0.4]
- Center: [0, 0.9, 0]
- Prefab: Assets/Prefabs/robot_character.prefab

To place this robot on the platform:
[Use unity-placement skill with the size data]

Remember

The Unity MCP Unity_ImportExternalModel tool requires complete, absolute URLs or paths. When in doubt:

  1. Ask the user for the complete path
  2. Verify the URL format before calling the tool
  3. Include the protocol for remote URLs
  4. Use absolute paths for local files
  5. Never guess or auto-complete partial paths
  6. Never use relative paths or tilde expansion

Goal: Prevent import failures by ensuring every FbxUrl parameter is a valid, complete, fully-qualified URL or absolute file path.

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 Hz Unity Fbx Import AI skill do?

Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta Quest and Horizon OS. Use when adding FBX files, 3D models, or external assets.

Why use Hz Unity Fbx Import on TypingMind?

Because you install it once and use it with any model. Hz Unity Fbx Import 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 Hz Unity Fbx Import in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-fbx-import. 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 Hz Unity Fbx Import?

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 Hz Unity Fbx Import?

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

Is the Hz Unity Fbx Import AI skill free?

Yes. It is published on GitHub by meta-quest under the Apache-2.0 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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