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_fileis in theasset_gentool group, which is off by default (onlycoreloads). Enable it first withmanage_tools(enable theasset_gengroup), or call the C# handler straight throughbatch_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/statefor 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_typeset (Step 3).
- Export from Blender to a temp path via
mcp__blender__execute_blender_code:
(glTF branch: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)out_glb = os.path.join(tempfile.gettempdir(), "blender_to_unity.glb"), thenbpy.ops.export_scene.gltf(filepath=out_glb, export_format='GLB', use_active_scene=True)— its defaultuse_active_scene=Falsecan 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 passanimation_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 }. Passtarget_sizeas 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 viamanage_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 viaexecute_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:
b. In Unity (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))execute_code): extract the FBX's materials so they're editable (AssetDatabase.ExtractAssetperMaterial, thenImportAsset(fbx, ForceUpdate)), then for each dumped name set_EmissionColor = color * Mathf.Clamp(strength*0.45f, 1.5f, 5f),EnableKeyword("_EMISSION"), andglobalIlluminationFlags = 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'srenderPostProcessingso 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'starget_sizeonly 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. atarget_size=2model measured 200 m). The robust fix is the Step 4 measure-bounds-then-set-localScaleroutine, 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_strengthnatively, 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 acolor_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 = Genericto 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
AnimatorControllerdrives it — the placed model has anAnimatorwith a null controller, so it looks frozen. Build one withmanage_animation(controller_create→ add the clip as a looping state →controller_assignonto the instance) rather than hand-rollingexecute_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_filecopies only the single source file; for multi-file exports (a text.gltfwith an external.bin, or an.objwith a sibling.mtl/textures), zip them first and pass the.zip— a bare.gltf/.objwill lose its sidecars.