Mobile Ready
- Download the add-on archive (do not unpack).
- In Blender open Edit → Preferences → Add-ons.
- Press the arrow button in the top right corner, choose Install from Disk..., pick the ZIP, then enable MobileReady.
- Press N in the 3D Viewport — the sidebar shows a new MobileReady tab.
No external Python packages or DLLs are required.
Blender 4.2 LTS and later (tested on 4.2 LTS and 5.2).
Mobile Ready works with Unity (Built-in / URP / HDRP), Unreal Engine 4 and 5, and Godot 4. The channel-packing presets and draw-call heuristics are tuned per engine.
Yes. Each object's UVs are remapped to its assigned cell on the atlas. Linked-duplicate meshes are detected and copied first so atlasing one duplicate doesn't shift another. The single-grid orientation is consistent: where an object's pixels land, its UVs land.
It uses platform-specific bytes-per-pixel for the most common formats (DXT1/5, BC5, BC7, ASTC, ETC2). Set your target platform in the addon preferences. Estimates are within a few percent of what the engine reports at runtime — they're a planning tool, not a profiler.
Yes. Mobile Ready is GPL-3.0, the standard license required for Blender add-ons. The license applies to the add-on code; whatever assets you produce with it are entirely yours to ship, sell, or distribute.
No. It caps each vertex at N influences (default 4 — the mobile standard) and re-normalizes the remaining weights. Original bone groups are preserved; only the smallest weights per vertex are removed.
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