Hey everyone,
After weeks of development and internal testing, I’m releasing BlendUnity Ultimate Toolkit, a complete Blender → Unity export pipeline that handles both sides of the workflow. The Unity companion is included with purchase, no separate install required.
I built this because the standard Blender → Unity workflow has always had the same friction points: scale issues, broken materials, manual collider setup, re-doing the same Unity-side fixes every time a mesh changes. BlendUnity is my attempt to solve all of that systematically rather than patching it one asset at a time.
What it does
FBX + SmartPackage Export
Every export produces a structured SmartPackage: the FBX alongside a MaterialSync manifest with PBR texture paths resolved, a Scene manifest for lights/cameras/physics, animation data, and root motion curves. The Unity side reads all of it and builds your prefab automatically.
Smart Material Translator
Reads the full Principled BSDF node graph detail normals, vertex colour blending, emission strength, transparency mode, UV tiling, and assembles materials in Unity automatically. Can also generate .shadergraph files you can open directly in Unity’s ShaderGraph editor, with nodes already laid out and connected.
Collider Wizard
Analyses mesh topology and picks the right Unity collider type per object: Box, Sphere, Capsule, Convex Hull, or full Mesh based on bounding box ratios and face count. There’s a colour-coded viewport overlay so you can review every decision before you export. You can also override per object.
3-Level LOD Chain
Generates up to three LOD levels with per-preset decimation ratios (Mobile VR, PC AAA, WebGL). A live table in the N-panel shows triangle counts and reduction percentages at each level as you work.
Humanoid Retarget Map
Maps Blender bone names (Rigify, Mixamo, and manual rigs, 55 bones covered) to Unity’s HumanBodyBones enum. The Unity importer reads it and pre-configures the Avatar automatically. No more manual bone assignment in the Humanoid rig inspector.
Incremental Export
Hashes each object’s geometry, transforms, materials, and modifier stack. On re-export, only changed objects are processed. A 200-object scene with one edited mesh exports in seconds rather than minutes. Unity gets a DeltaManifest telling it exactly which prefab components to update.
UV Analysis + Bake Orchestration
Scans UV islands for overlaps and out-of-bounds coordinates before baking, with a warning summary in the panel. Runs Cycles AO, tangent normal, and lightmap bakes with GPU auto-detection across CUDA, Metal, HIP, and OneAPI, with no manual backend configuration.
Scene Reconstruction
Exports lights, cameras, rigid bodies, and collider hints as Scene.json. The Unity companion rebuilds the full scene hierarchy with correct light types, shadow settings, camera FOV, and physics properties, and saves it as a Unity scene asset ready to open.
TCP LiveTransmit
Sends the complete SmartPackage to a running Unity editor over TCP, SHA-256 verified. Unity sends an ACK before importing so Blender knows the transfer succeeded. There’s also a background bidirectional sync server for round-trip workflows.
Both sides included
The Unity Editor package is included with purchase. Drop it into Assets/ and it handles SmartPackage detection, URP and HDRP material assembly, collider setup, animation event injection, root motion clip generation, and scene reconstruction automatically.
No Asset Store. No separate purchase. No version mismatch between the two sides.
Technical notes for the curious
The incremental export uses SHA-256 hashes stored in a .blendunity_hashes.json sidecar file in your output root. Clearing it forces a full re-export. The hash covers vertex positions, face topology, UVs, material slot assignments, the modifier stack, and custom properties, so it catches everything that would actually change the exported result.
The Blender Extension manifest (blender_manifest.toml) is included, so it installs cleanly via the Extensions platform in Blender 4.2+. The only declared permission is network for the TCP transmit and sync server.
Requirements
- Blender 4.2 or later
- Unity 2022 LTS or later (URP or HDRP)
- No additional Python packages required
Links
Superhive Marketplace — [https://superhivemarket.com/products/blendunity-ultimate-toolkit(https://superhivemarket.com/products/blendunity-ultimate-toolkit)]
Happy to answer questions here or discuss the implementation. If anyone has specific pipeline scenarios they’d like to see supported, I’m actively developing this and am open to feature requests.
— Wilson / Anvil Interactive Solutions



