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Workflow challenges in Unity ↔ Blender pipelines — asset prep & scene export issues

Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about.

I’ve been examining common pain points when moving assets between Blender and Unity, especially around:

  • Export pipelines (FBX/GLTF) and unexpected mesh transforms

  • Scene hierarchy handling and prefab consistency

  • Material/shader setup mismatches

  • Scale/unit inconsistencies

  • Animation retargeting quirks after export

Some of these issues seem like they could be alleviated with tooling that:

• helps preprocess Blender scenes into Unity-friendly layouts
• automates common export fixes
• validates transforms, hierarchy, and materials before export
• surfaces potential bugs early rather than after import
• provides a consistent checklist before Unity import

I recently came across an asset/toolset that attempts some of these ideas and it got me thinking:
Are these real pain points for you? What do you currently do? What’s missing in your pipeline?

Below is a (non-promotional) link to a tool concept that tries to tackle several of these areas — not as a recommendation, but to get context for the discussion:

https://superhivemarket.com/products/blendunity-ultimate-toolkit

Questions I’m genuinely curious about:

  1. What are the biggest Blender → Unity export pain points in your projects?

  2. What workflows do you or your team use to “sanity check” assets before import?

  3. Is there anything in this kind of toolkit that actually seems useful, or does it miss important areas?

  4. If you were to improve it, what would you add or change?

Happy to share details from what I’ve learned or what works for me as a starting point — but first interested in what you all think.

Thanks!

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