BlendUnity Ultimate Toolkit — Blender to Unity Pipeline (Both Sides Included)

Anvil Interactive Solutions in Import & Export


BlendUnity Ultimate Toolkit — User Guide

v0.19.1 | Anvil Interactive Solutions

Deterministic Blender → Unity export with UV-safe FBX, original/atlas materials, colliders, root-motion, events, optional scene reconstruction, and LiveTransmit.


Contents

  1. What you get
  2. Requirements
  3. Install
  4. First export (UV-safe)
  5. LiveTransmit (one-click push to Unity)
  6. Materials: originals vs atlases
  7. Colliders & proxies
  8. Animations, root-motion & events
  9. Rebuilding a Unity scene from Scene.json (optional)
  10. The Unity Dashboard
  11. Update / iterate safely
  12. Recipes
  13. Troubleshooting cheatsheet
  14. Known limits & expectations
  15. Quick reference



1) What you get

Blender add-on (N-panel → "BlendUnity")

Exports a SmartPackage folder containing:

  • Models/Export.fbx
  • Materials/MaterialSync.json
  • Textures/Original/ — original textures (when resolvable)
  • Animations/*.json — clip list, root-motion, events
  • ShaderGraph/ — Unity .shadergraph files (optional)
  • BlendUnity_Meta.json — package manifest
  • Scene/Scene.json — optional scene reconstruction data

Unity editor tools (URP / HDRP)

  • Import a SmartPackage from disk or via LiveTransmit
  • Prefer original textures; fall back to atlases automatically
  • Fix green-channel normal flips when flagged
  • Add colliders for *_COL meshes and wizard-hinted objects
  • Create root-motion clips and apply timeline events
  • Build a Unity scene from Scene.json (if provided)
  • Bidirectional sync server (receive pull requests from Unity)

2) Requirements

  • Blender 4.2+
  • Unity 2022.3 LTS+ (URP or HDRP — Built-in RP is not a primary target)
  • Write access to your project's Assets/ directory
  • Local network access if using LiveTransmit

3) Install

Blender add-on

  1. In Blender, go to Edit → Preferences → Get Extensions (upper-right dropdown) → Install from Disk.
  2. Select the blendunity_toolkit ZIP file.
  3. Blender unpacks and enables the add-on automatically.
  4. You'll find the UI in 3D View → N-Panel → BlendUnity.

Optionally, open the add-on Preferences to set your output folder, LiveTransmit host/port, and pre-shared key (PSK).

Unity tools

  1. Double-click the .unitypackage file — Unity installs it automatically under Assets/AnvilInteractiveSolutions/.
  2. Open the dashboard via Window → BlendUnity → Dashboard.

4) First export (UV-safe)

Goal: export exactly what you modelled, with UVs untouched.

  1. In Blender, select the meshes (and any armatures) you want to export.
  2. Open N-Panel → BlendUnity → Export tab.
  3. Recommended settings for a UV-safe export:
Setting Value
Export Selected ON
ScaleFix™ (1 unit = 1 m) ON
Generate LODs optional
Lightmap UV2 Gen OFF
Apply Transforms (Rot/Scale) OFF
Pack Textures → Atlas OFF
Bake Lightmaps / AO / Normal OFF
Export Scene Manifest ON (optional)
  1. Click Export → FBX + SmartPackage.

You'll get a timestamped folder like:

SmartPackage_Export_2026-04-06T11-32-27/
  Models/Export.fbx
  Materials/MaterialSync.json
  Textures/Original/...
  Animations/Animations.json
  BlendUnity_Meta.json

The Export tab status banner will confirm the result — Exported on success, or an error message if something went wrong.

Import in Unity (manual)

  1. Dashboard → Inbox → Import Folder… → select the SmartPackage folder.
  2. Unity copies it under Assets/AnvilInteractiveSolutions/BlendUnityTool/Inbox/.
  3. Back in the Inbox tab, find the package row and click Reimport.
  4. Make sure a scene is open in Unity before clicking Reimport — the prefab builder needs an active scene to instantiate into.

Assets land under:

Assets/AnvilInteractiveSolutions/BlendUnityTool/Imported//
  Prefabs/
  Materials/
  Textures/
  Animations/
  Scenes/

What to check

  • The prefab appears under Imported//Prefabs/.
  • UVs and shading in Scene view match Blender (no baking = no UV alteration).
  • The Console shows a mapping summary (mapped=N, fallback=N).

5) LiveTransmit (one-click push to Unity)

  1. Unity: Dashboard → Live tab → Start. Note the port and PSK (defaults: 61501, blendunity-local).
  2. Blender: Add-on Preferences → set the same Host / Port / PSK. In the Export tab, enable TCP Transmit on Export.
  3. Export from Blender → Unity receives the package automatically, extracts it to the Inbox, and logs LiveReceiver: received → ....
  4. The Export tab banner in Blender will show: "Package transmitted — click Reimport in the Unity BlendUnity panel to build the prefab."
  5. In Unity, Inbox → Reimport to build the prefab.

LiveTransmit uses a TCP pre-shared key (PSK). Keep it on localhost or a trusted LAN — do not expose port 61501 to the internet.

If LiveTransmit fails with a permissions/socket error, try running Blender as administrator, or add a firewall exception for TCP port 61502 (localhost only).


6) Materials: originals vs atlases

By default, Unity prefers original textures listed in Materials/MaterialSync.json. If a texture is missing it falls back to atlases (if you baked them).

URP texture slots

Channel Unity property
Albedo _BaseMap
Normal _BumpMap + _NORMALMAP keyword
ORM (packed) _MetallicGlossMap (R=Metallic, G=AO, A=Smoothness)
Emission _EmissionMap + _EMISSION keyword

HDRP texture slots

Channel Unity property
Albedo _BaseColorMap
Normal _NormalMap
ORM (packed) _MaskMap
Emission _EmissiveColorMap

If your normal map looks inverted, the importer auto-inverts the green channel when normal_y_flip is true in MaterialSync.json.

ShaderGraph export (optional)

Enable Emit Unity ShaderGraph in the Mats tab before exporting. The add-on generates a .shadergraph file for each material that has at least one image texture connected to its Principled BSDF. Materials using only procedural or unlinked nodes are skipped — a log message explains why.

Requires Unity 2022.3 LTS with ShaderGraph package installed.

When to use atlases

Targeting mobile or WebGL and want fewer draw calls. Otherwise keep originals for fidelity.


7) Colliders & proxies

  • Any mesh named *_COL is treated as a collider proxy: Unity hides its renderer and adds a MeshCollider.
  • The Collider Wizard in Blender can auto-tag objects with hints (_BOX, _SPHERE, _CAPSULE, _CONVEX). Unity reads these from the object name and adds the appropriate collider type.
  • Convex colliders require a closed, watertight mesh — non-manifold geometry will cause Unity to fall back to a non-convex MeshCollider.

8) Animations, root-motion & events

  • Export always includes Animations/Animations.json with the clip list.
  • Enable Root Motion capture in the Anim tab → exports RootMotion.json → Unity creates *_RM.anim clips with position and yaw curves.
  • Enable Export Timeline Markers as Events → exports Events.json → Unity applies AnimationEvents to clips at frame / 30 seconds.

Events only fire if a method with the matching name exists on a component attached to the animated object.


9) Rebuilding a Unity scene from Scene.json (optional)

Enable Export Scene Manifest in the Blender Export tab before exporting. The add-on writes Scene/Scene.json inside the SmartPackage automatically — you do not place it manually.

Unity reads it during Reimport and generates a .unity scene under:

Assets/AnvilInteractiveSolutions/BlendUnityTool/Imported//Scenes/

What it reconstructs: hierarchy, mesh instances, lights (Point/Spot/Directional), cameras, rigidbodies, collider hints, world gravity and ambient colour.

Minimal Scene.json structure

{
  "version": "0.19.1",
  "name": "Demo",
  "world": { "ambient": [0.1, 0.1, 0.1], "gravity": [0, -9.81, 0] },
  "nodes": [
    { "name": "Sun",  "type": "LIGHT",  "t": [0,5,0], "r": [50,0,0], "s": [1,1,1],
      "light": { "kind": "SUN", "intensity": 1.1, "color": [1,1,1], "shadows": true } },
    { "name": "Cam",  "type": "CAMERA", "t": [0,2,-5], "r": [0,0,0], "s": [1,1,1],
      "camera": { "fov": 60, "near": 0.1, "far": 1000 } }
  ]
}

10) The Unity Dashboard

Open via Window → BlendUnity → Dashboard.

Inbox tab

  • Import Folder… — copy a SmartPackage folder from disk into the project. The folder must contain a BlendUnity_Meta.json at its root.
  • Each row in the list is a SmartPackage root. Buttons:
    • Open — reveals the folder in Finder / Explorer.
    • Reimport — runs the full import pipeline: builds materials, textures, and saves a prefab under Imported/. Requires an open scene in Unity.

AutoMap tab

Maintain a curated list of targets (manifests, prefabs, or folders) and remap them in bulk. Useful when iterating on an existing import without going through the Inbox each time.

Rules tab

  • Prefer original textures over atlases
  • Auto-add colliders on import
  • Use Collider Wizard hints (BOX / SPHERE / CAPSULE / CONVEX)
  • Apply humanoid retarget map on import

Live tab

  • Start / Stop the TCP LiveReceiver (port 61501)
  • Shows current listener status
  • The LiveReceiver starts automatically when Unity loads — you only need to click Start if you've manually stopped it

Diag tab

  • Validate Selected Package — checks a selected package for common issues
  • Log Pipeline Info — logs the detected render pipeline (URP / HDRP / Built-in) and version

11) Update / iterate safely

  1. Modify your Blender scene → export again (or use LiveTransmit).
  2. In Unity, Inbox → Reimport the package, or use AutoMap → Scan & Map.
  3. The importer writes new versioned prefabs (_v1, _v2, …); existing scene references remain stable as long as you keep the prefab link.

Keep material names stable between exports. If material names change, the remapper may not match them consistently and will fall back to default materials.


12) Recipes

A) Static prop (no animation)

  1. Name materials with a stable convention (e.g. MAT_Wood, MAT_Metal).
  2. Export with all baking OFF.
  3. In Unity: Reimport, verify the prefab, check materials used original textures in the Console summary.
  4. If you want fewer draw calls: re-export with Pack Textures → Atlas ON, then Reimport again.

B) Character with animations & root-motion

  1. Ensure a clear root/hips bone (or set the Root / Hips Bone Override in the Anim tab).
  2. Add timeline markers for events (e.g. FootstepL, FootstepR).
  3. Enable Export Timeline Markers as Events and Root Motion capture in the Anim tab.
  4. Export and Reimport — Unity creates *_RM.anim clips and applies events.
  5. Create an Animator Controller, drop in the clips, and wire event functions on a component.

C) Environment with colliders & scene reconstruction

  1. Create low-poly proxy colliders as separate meshes named *_COL.
  2. If you have UV2 already, keep Lightmap UV2 Gen OFF to preserve your layout.
  3. Enable Export Scene Manifest to get a .unity scene built automatically.
  4. Export and Reimport — Unity adds MeshColliders for proxies and builds the scene under Imported/.../Scenes/.

13) Troubleshooting cheatsheet

Symptom Fix
UVs look wrong after import Re-export with all baking OFF. Check Unity Model Import settings: Normals/Tangents = Import.
Pink materials Wrong render pipeline. Ensure your Unity project uses URP or HDRP; reimport after switching.
Normals inverted Check Console for YFlip messages; confirm normal_y_flip in MaterialSync.json.
Colliders missing Confirm package Rules have colliders enabled, or name proxy meshes *_COL.
No prefab after Reimport Make sure a scene is open in Unity before clicking Reimport. Check the Console for red [BlendUnity] Import failed errors.
Inbox shows subfolders Update to v0.19.1 — this was a known bug fixed in this release.
LiveTransmit socket denied Run Blender as administrator, or add a firewall exception for TCP port 61502 (localhost only).
LiveTransmit: no ACK Unity's Live receiver must be running. Check the Live tab — it starts automatically on load but can be manually stopped.
ShaderGraph empty / pink The material has no image textures connected to the Principled BSDF. The exporter skips these — connect image textures or leave ShaderGraph export disabled.
No scene produced Ensure Export Scene Manifest was enabled before exporting. The Scene/Scene.json is written automatically — do not place it manually.

14) Known limits & expectations

  • FBX only — Blender modifiers and constraints are not applied unless you apply/bake them before export.
  • URP/HDRP targets — Built-in RP is not a first-class target. Material mapping can be adapted manually.
  • Scene.json — authored automatically by the Blender add-on when Export Scene Manifest is enabled. Arbitrary Blender scene properties not included in the manifest will not appear in Unity.
  • Large exports — expect longer import times for large atlases or lightmaps. For very large packages prefer manual Inbox import over LiveTransmit.
  • ShaderGraph schema — generated files target Unity 2022.3 LTS ShaderGraph schema (version 10+). Earlier Unity versions may fail to import them.

15) Quick reference

Blender — Export tab settings

Setting UV-safe default
Export Selected ON
ScaleFix™ ON
Generate LODs optional
Lightmap UV2 Gen OFF
Apply Transforms OFF
Pack Textures → Atlas OFF
Bake Normal / AO / Lightmaps OFF
Export Scene Manifest ON (optional)
TCP Transmit on Export ON (if using LiveTransmit)

Unity — Where things land

Assets/AnvilInteractiveSolutions/BlendUnityTool/
  Inbox//          ← received packages
  Imported//
    Prefabs/                     ← your prefab is here
    Materials/
    Textures/
    Animations/
    Scenes/
    ShaderGraph/

Files that matter

File Purpose
BlendUnity_Meta.json Package manifest — required for Reimport
Materials/MaterialSync.json Original texture paths and flags
Textures/Original/* Preferred texture inputs
Animations/RootMotion.json Root-motion curve data
Animations/Events.json Timeline marker events
Scene/Scene.json Optional scene reconstruction data
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Details
Sales 10+
Rating
1 ratings
Dev Fund Contributor
Published 12 months ago
Blender Version 4.4 - 5.0
Extension Type N/A
Render Engine Used Cycles, Eevee
License Mit