Import generated 3D assets into Unity
Start with FBX for Unity's documented model import path. Put the file in Assets, inspect the Model and Materials tabs, and place it in a scale-reference scene. A static prop can use Pro. Studio matters when you need Objectify auto-rig or API access, not simply because the destination is Unity.
Choose the right starting point
Unity's primary model interchange support is FBX. GLB can be useful with a compatible glTF importer, but do not assume every Unity project accepts it without additional tooling. For an existing project, follow its established importer and render pipeline rather than introducing another format just for one prop.
Work through the handoff
Copy the FBX and any texture files into an asset folder with stable names. Select the model in the Project window to inspect import settings. Check scale and normals on the Model tab, then materials on the Materials tab. Drag the imported asset into a test scene beside an object with known dimensions.
Limitations and failure cases
Material conversion is not identical across render pipelines, and missing texture references can make an otherwise valid mesh appear wrong. FBX alone does not create collision or optimize an asset. Humanoid rigs need valid bone mapping; generic rigs use a different setup. A successful import is not a performance or deformation test.
Acceptance checklist
Verify pivot, orientation, scale, material assignments, and shading in the actual project lighting. Add and test the collision representation you need. For a character, inspect the Rig and Animation tabs, play the expected clips, and check joint bends. Keep the Unity version and importer settings with the handoff record.
Evidence and review
Documentation-based guide · Documentation review ·
Documentation-based guidance, not a tested Objectify output or benchmark. Importer support and settings depend on your tool version; validate your actual exported file before production use.