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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.

DeepseekModel Curated skill Quality Excellent · 90 v1.0.0

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Download .skill Standard format with system_prompt and model_config, ready for any agent framework
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name blender-to-unity description 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. 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 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). Export from Blender to a temp path via mcp__blender__execute_blender_code : 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.) 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. 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): 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; 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 : 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. 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.
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The downloaded .skill package contains the following fields.
Field Description
formatFormat tag (skill/v1)
skill_idUnique skill ID
nameSkill name
versionVersion
descriptionDescription
categoryCategories (array)
trigger_wordsTrigger words
tagsTags
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exported_atExported at (set per download)
system_promptSystem prompt body
model_configModel config: provider / model / temperature / max_tokens / top_p
examplesExamples
install_guideImport guide for Coze / Dify / Claude / custom frameworks
The same skill can be exported in different platform formats.
.skill Standard format with system_prompt and model_config, ready for any agent framework Download
.skillpro Enhanced format with scripts, tools, dependencies and hooks Download
.json Plain JSON export with system_prompt and model parameters only Download
Coze Markdown with frontmatter, for Coze platform import Download
Dify Dify DSL, import directly after creating an app Download

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