Runs the checklist in your scene
It applies transforms, sets the origin at the pivot, renames objects and materials, checks the UV set and measures sizes, using Blender’s own operators on the model you already have open.
Check scale, axis and origin, keep one UV set, then export FBX or GLB. 3D-Agent runs that checklist on your open Blender scene; the import in the engine stays with you.
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Export from Blender to a game engine in three moves: fix the model, pick the format, check the import. Fix means applied transforms, a sensible origin, real-world scale, descriptive names, one UV set and a known triangle count. Pick FBX for Unity and Unreal and GLB (glTF 2.0) for Godot, with the axis and scale settings each engine expects. Then import into the engine and confirm the object reads rotation 0 and scale 1. 3D-Agent does the first two in Blender; the third happens in your engine.
Most broken imports come from the gap between how Blender and the engine describe space. Blender is Z-up and works in meters. Unity and Godot are Y-up, and Unreal is Z-up but counts in centimeters. The FBX and glTF exporters convert between them, but any rotation or scale you left unapplied on an object is exported as a transform, which is why a model can land in Unity rotated -90 degrees on X or scaled to 100.
The second cause is data the engine cannot read the way Blender does. Modifiers that were never applied, procedural material nodes, several UV maps where the engine expects one, and objects still called Cube.001 all survive the export in a form that looks wrong or is hard to work with in the engine. Procedural materials in particular do not export: bake them to image textures first.
The third is the pivot. The engine rotates and places the object around its origin, so an origin left in the middle of the scene makes a door swing from the wrong point and a prop float above the floor. Each of these has a fixed answer in Blender, and the checklist below covers them in order.
Materials built from procedural nodes? Our guide covers texture baking in Blender.
New to AI in Blender? Start with our complete Blender AI guide for an overview of what AI can do in your workflow.
Eight checks for a Blender model going to Unity, Unreal or Godot. Each one says what 3D-Agent does in your open scene, and the tip says how to do the same by hand.
Ask the agent to check scale and it measures each object against the real-world size it should have, rescales what is off and tells you the sizes it ended with. A door should be about 2 m tall, not 2 cm or 200 m.
In Blender: Scene Properties → Units sets the unit system. Press N in the viewport and read Dimensions to see an object’s size.
Name the engine and the agent sets the exporter’s axis options for it: the FBX defaults (Forward −Z, Up Y) for Unity and Unreal, and +Y Up for a Godot GLB. Ask it to check facing and it turns the model to face Blender’s Front view.
In Blender: In Blender’s Front view (numpad 1) you look along +Y, so the front of a model should point toward −Y.
The agent applies rotation and scale so the engine reads rotation 0 and scale 1, and applies the modifiers you want baked into the mesh, such as Mirror, Bevel or Array, before the export.
In Blender: Ctrl+A → All Transforms applies location, rotation and scale. Blender warns on multi-user data; accept its Isolate Multi User Data option or make linked duplicates single-user first.
The agent puts the origin at the natural pivot, the base for props and the feet for characters, or wherever you ask, such as a hinge for a door, and confirms where it sits.
In Blender: Object → Set Origin moves the origin. To put it at the base, snap the 3D cursor to the bottom first, then use Origin to 3D Cursor.
The agent gives objects and materials descriptive names, so the engine shows TreasureChest_Lid instead of Cube.001, and uses an engine prefix or suffix when you ask for one, such as SM_ and UCX_ for Unreal or -col for Godot.
In Blender: F2 renames the active object. Ctrl+F2 opens Batch Rename for many objects at once.
The agent checks that each mesh has one UV set with every island inside the 0 to 1 tile and no overlaps unless you asked for mirrored islands, and unwraps the mesh if it has no UVs.
In Blender: Object Data Properties → UV Maps lists the sets on a mesh. Unity, Unreal and Godot can each generate a second UV set for lightmaps on import.
The agent works to the triangle budget you give it as a ceiling. If you give none, it picks one in the 5,000 to 10,000 range for a hero prop and says which. It counts triangles on a triangulated copy and reports triangles, not faces. Reducing a dense mesh is covered in the retopology guide.
In Blender: Viewport Overlays → Statistics shows the scene’s triangle count. Faces and triangles differ: a quad is two triangles in the engine.
The agent exports the selected objects as FBX for Unity or Unreal, or GLB for Godot, with the scale, axis and modifier settings for that engine.
In Blender: Save the exporter settings as an operator preset, or use Blender’s Collection Exporters (Blender 4.2 and later) to re-export a collection with the same settings each time.
Over your triangle budget? Read our Blender retopology guide to reduce a dense mesh before export.
The checklist is the same for every engine. The format, the axis and the scale settings are what change.
| Setting | Unity | Unreal Engine | Godot 4 |
|---|---|---|---|
| Up axis | Y up | Z up, like Blender | Y up |
| One unit equals | 1 meter | 1 centimeter | 1 meter |
| Usual format | FBX | FBX (Unreal Engine 5 also imports glTF) | GLB (glTF 2.0) |
| Blender export settings to check | Apply Scalings: FBX All; Forward −Z, Up Y; Apply Transform on for static meshes | Smoothing: Face; Add Leaf Bones off for rigs | +Y Up on (the default); Apply Modifiers on |
| Custom collision | Set up in Unity with a Mesh Collider | A mesh named UCX_<MeshName>_00 | Name suffix -col, -colonly or -convcolonly |
| Lightmap UVs | Generate Lightmap UVs import option | Generated on import for static meshes | Static Lightmaps import option |
| Opens .blend files directly | Yes, if Blender is installed on the same machine | No, export FBX or glTF | Yes in Godot 4, with the Blender path set |
Up axis
Unity
Y up
Unreal Engine
Z up, like Blender
Godot 4
Y up
One unit equals
Unity
1 meter
Unreal Engine
1 centimeter
Godot 4
1 meter
Usual format
Unity
FBX
Unreal Engine
FBX (Unreal Engine 5 also imports glTF)
Godot 4
GLB (glTF 2.0)
Blender export settings to check
Unity
Apply Scalings: FBX All; Forward −Z, Up Y; Apply Transform on for static meshes
Unreal Engine
Smoothing: Face; Add Leaf Bones off for rigs
Godot 4
+Y Up on (the default); Apply Modifiers on
Custom collision
Unity
Set up in Unity with a Mesh Collider
Unreal Engine
A mesh named UCX_<MeshName>_00
Godot 4
Name suffix -col, -colonly or -convcolonly
Lightmap UVs
Unity
Generate Lightmap UVs import option
Unreal Engine
Generated on import for static meshes
Godot 4
Static Lightmaps import option
Opens .blend files directly
Unity
Yes, if Blender is installed on the same machine
Unreal Engine
No, export FBX or glTF
Godot 4
Yes in Godot 4, with the Blender path set
To export from Blender to Unity, apply all transforms, select the objects, and use File → Export → FBX (.fbx) with Limit to Selected Objects, Apply Scalings set to FBX All, Forward −Z, Up Y and Apply Transform ticked. Drag the .fbx into your Unity project’s Assets folder. A static mesh exported this way should arrive with rotation 0 and scale 1.
Apply Transform is marked experimental in Blender and can misbehave on rigged and animated models. For those, leave it off and use the Bake Axis Conversion option in Unity’s model import settings instead. Unity does not import GLB files out of the box; it needs a package such as Unity’s glTFast, which is why FBX stays the usual route.
With 3D-Agent, the prompt is the whole job: "Get this ready for Unity, keep it under 5,000 triangles and export an FBX." The agent runs the checklist above in your scene and saves the file. Opening the project in Unity and checking the import is your step.
To export from Blender to Unreal Engine, keep the scene in meters at Unit Scale 1.0, model at real size, apply transforms, and export FBX with Smoothing set to Face so Unreal does not warn that smoothing groups are missing. Unreal works in centimeters and converts on import, so a 2 m door arrives 200 units tall.
For custom collision, add a simple convex mesh named UCX_ followed by the render mesh’s name, for example UCX_SM_Crate_00 next to SM_Crate, and export them together. Unreal generates lightmap UVs for static meshes on import, so one UV set from Blender is enough. For rigged characters, turn off Add Leaf Bones; many artists also set Blender’s Unit Scale to 0.01 so the armature imports at scale 1.
Unreal Engine 5 also imports glTF files, but FBX remains the common route for meshes, rigs and animation. 3D-Agent can name the meshes with SM_ and UCX_ prefixes and export the FBX; dragging it into the Content Browser and checking it there is your step.
To export from Blender to Godot 4, use File → Export → glTF 2.0, choose the glTF Binary (.glb) format, keep +Y Up ticked (the default) and tick Apply Modifiers, then save the file inside your Godot project folder. Godot’s documentation recommends glTF 2.0, and one Blender meter is one Godot unit.
Godot reads name suffixes on import: an object ending in -col gets a collision shape, -colonly becomes collision only, and -noimp is skipped. Godot 4 can also import .blend files directly once the Blender path is set in its editor settings, and FBX since Godot 4.3, but a GLB keeps the project independent of a Blender install on every machine.
For a Godot target, ask 3D-Agent to export a GLB with modifiers applied and the names you want. It reports the triangle count against your budget; the import in Godot is your check.
Want to look at the GLB before you open Godot? Drop it into our free GLB viewer.
3D-Agent is a paid desktop app for macOS and Windows that works on your open scene in Blender 4.2 or later. It installs and updates its own Blender extension, so there is no add-on to install by hand and no API key to configure. It runs real Blender operations in your scene and checks the result in the viewport.
It applies transforms, sets the origin at the pivot, renames objects and materials, checks the UV set and measures sizes, using Blender’s own operators on the model you already have open.
It reports the final triangle count against your budget, confirms that transforms are applied and where the origin sits, and confirms the UV layout: one set, islands in the 0 to 1 tile, overlaps only where declared.
It exports FBX for Unity or Unreal and GLB for Godot with the settings for that engine. If you ask for levels of detail, it makes them by decimating the base mesh and reports the triangle count of each level.
3D-Agent does not connect to Unity, Unreal or Godot and cannot see your engine project. It prepares and exports the file in Blender; you import it and check it in the engine.
In this recorded run, 3D-Agent assembles a vehicle from the user’s own GLB and FBX files. From 0:21 to 0:45 it measures the parts, rescales the car to 4.76 m and a roof-mounted gun to 1.46 m, turns the gun’s barrel, which faced backwards, and lowers its bipod, which floated 2 cm above the roof. From 0:45 to 0:48 it checks the result in an orthographic side view. It is not an engine export, but it is the same measured pass.
Watch the run on YouTube (0:21 to 0:48)Building the model from scratch? Read our guide to AI 3D modeling in Blender.
Blender’s FBX and glTF exporters do the actual export either way. 3D-Agent uses them; the difference is who runs the checklist before them.
| Task | Blender alone | 3D-Agent |
|---|---|---|
| Apply transforms and set the origin | Ctrl+A and Set Origin, object by object | Applies and sets the pivot on the objects you name, then confirms it |
| Scale | Read Dimensions in the N panel and fix by hand | Measures the objects, rescales what is off and reports the sizes |
| Triangle count | Statistics overlay; you compare it with your budget | Reports triangles against your budget, or picks and states one |
| UVs | Inspect UV Maps and the UV Editor yourself | Confirms one UV set in the 0 to 1 tile, or unwraps if missing |
| Export settings | Set per export, or saved in a preset or Collection Exporter | Runs the FBX or GLB export with the settings for your engine |
| Import into the engine | Yours | Yours: 3D-Agent does not connect to Unity, Unreal or Godot |
| Price | Free | Paid plans, from $19/month for 100 prompts |
Apply transforms and set the origin
Blender alone
Ctrl+A and Set Origin, object by object
3D-Agent
Applies and sets the pivot on the objects you name, then confirms it
Scale
Blender alone
Read Dimensions in the N panel and fix by hand
3D-Agent
Measures the objects, rescales what is off and reports the sizes
Triangle count
Blender alone
Statistics overlay; you compare it with your budget
3D-Agent
Reports triangles against your budget, or picks and states one
UVs
Blender alone
Inspect UV Maps and the UV Editor yourself
3D-Agent
Confirms one UV set in the 0 to 1 tile, or unwraps if missing
Export settings
Blender alone
Set per export, or saved in a preset or Collection Exporter
3D-Agent
Runs the FBX or GLB export with the settings for your engine
Import into the engine
Blender alone
Yours
3D-Agent
Yours: 3D-Agent does not connect to Unity, Unreal or Godot
Price
Blender alone
Free
3D-Agent
Paid plans, from $19/month for 100 prompts
If you export the same kind of asset again and again with settings you already know, Blender alone is enough: save an exporter preset or set up a Collection Exporter once, and re-export with one click. It costs nothing, and you do not need an AI agent for a model that is already clean.
For quick solo iteration, Unity and Godot 4 can open .blend files directly, as long as Blender is installed on the machine that imports them. Blender add-ons built for this one job, such as Game Asset Optimizer and PROTO Game Asset Tools on extensions.blender.org, give you a fixed, button-driven export pipeline for Unity, Unreal and Godot.
If you have no model yet, AI 3D generators such as Meshy, Tripo and Kaedim create or optimize assets in their own apps and export FBX or GLB. 3D-Agent is for the other case: a model already in Blender, from your own work, a marketplace or another tool, that needs the checklist run on it.
Exporting to Roblox Studio instead? Read our Blender to Roblox guide. See what each 3D-Agent plan includes on the 3D-Agent pricing page.
No. 3D-Agent works inside Blender only. It prepares the model in your open scene and exports an FBX or GLB file, but it does not connect to Unity, Unreal Engine or Godot, cannot open your engine project, and cannot see how the file imported.
After each import, check four things in the engine: the object’s rotation reads 0 and its scale reads 1, it is the size you expect next to a reference such as a default cube or character, its pivot sits where you want it, and its materials and textures came through. If one is off, describe what you saw to 3D-Agent in Blender, for example "it arrived rotated 90 degrees in Unity", and export again.
For more AI workflows, explore our complete Blender AI guide.
Open the model in Blender, name the engine and the triangle budget, and let 3D-Agent run the checklist and export the file.
3D-Agent is a paid desktop app. Basic is $19/month for 100 prompts, Pro $29 for 200, and Ultra $89 for 800.
Download 3D-Agent