Which file to export for Unity, Blender, and a slicer
Export the file the next tool already opens. Use GLB for web and real-time, FBX for engines and rigs, OBJ for a plain interchange, STL or 3MF for a slicer, and USDZ for Apple AR. Pro exports all of these. A rigged FBX is the extra step, and that step is on Studio.
September 2, 2026 · Objectify
Match the file to the tool
GLB is the web and real-time file. FBX is the engine and rig file. OBJ is the universal interchange. STL is the printing mesh. USDZ opens in Apple AR. 3MF is the printing file that can carry color.
Pick the format the next person will open. A file with more features is not a better handoff if the receiving tool ignores them.
Unity, Unreal, and Godot
Match the importer: Unity documents FBX as its primary model format; Godot recommends glTF 2.0. Unreal workflows depend on the project's importer. GLB supports skinning and animation in the format, while Objectify lists rigged FBX as its Studio export. Do not assume every engine accepts GLB without extra tooling.
A static prop does not need a rig. Pro already exports FBX and GLB. Rigged FBX comes after auto-rig, which is on Studio.
Blender and other DCC tools
OBJ opens almost everywhere and is the reliable choice for a mesh you will retopologize or retexture by hand. FBX carries more of the material story into Blender, Maya, Cinema 4D, and Houdini.
If the next step is a sculpt, either file is a fine start. If the next step is a slicer, switch formats before you leave the export step.
Printers
STL is a geometry-only handoff. 3MF can carry units and supported material data, but exporter and slicer support must match. Inspect the actual file after import; a 3MF extension is not proof of preserved color or a complete printer-settings project.
Printing wants a closed mesh. Export STL or 3MF, and scale or hollow before download if you want to save material. Pro includes both formats. You do not pick a plan to unlock GLB versus STL.