Overview
In 3D game development, 3D models—characters, environments, props—are the most fundamental assets that compose your game world. These models are typically created in external DCC (Digital Content Creation) tools like Blender, Maya, or 3ds Max, then imported into Unity.
Unity supports various 3D model formats, but the industry standard is FBX (.fbx). FBX can store rich 3D information in a single file: meshes (geometry), UVs (texture coordinates), materials, textures, rigs (skeletons), and animations.
This article covers the essential settings for importing FBX models from DCC tools into Unity and displaying them correctly in your game.
Step 1: Exporting from DCC Tools
Before importing to Unity, you need to export the model correctly from your DCC tool. Using Blender as an example, here are common considerations:
- Scale and Coordinate System: Unity uses meters (1 Unit = 1 meter) with Y-up left-hand coordinate system. Matching your DCC tool settings prevents scale and orientation issues on import. For Blender, typically set
Transform > ScaletoApply Scalings: FBX All,Forwardto-Z Forward, andUptoY Upin export settings. - Apply Transforms: Non-standard scale or rotation values (not (1,1,1) or (0,0,0)) cause unexpected behavior in Unity. Always apply transforms before export (in Blender:
Ctrl+A > Apply All Transforms). - Export Selection: Export only needed objects rather than the entire scene (
Limit to: Selected Objects). Cameras and lights are typically created in Unity, so don't include them.
Step 2: Import to Unity and Model Settings
Drag and drop the exported FBX file into your Unity project's Assets folder to import. Selecting the imported model asset shows Model Import Settings in Inspector. Configuration is done across four important tabs: Model, Rig, Animation, and Materials.
Model Tab
Basic mesh settings.
- Scale Factor: Adjusts import scale. Usually
1is fine if DCC and Unity unit settings match. - Use File Scale: Uses scale information from the FBX. Usually leave on.
- Read/Write Enabled: Enable if scripts need mesh data access (reading/writing vertices). Disable when not needed to reduce memory usage.
- Generate Colliders: Automatically attaches a
Mesh Colliderbased on mesh shape. Fine for simple shapes, but for complex character models, this hurts performance—usually disable and manually addCapsule Collideretc.
Rig Tab
Sets character rig (skeleton) and animation type. Leave as None for non-character models (environments, weapons, etc.).
- Animation Type:
None: Static model with no animation.Legacy: For oldAnimationcomponent. Don't use unless specifically needed.Generic: For non-humanoid characters (monsters, animals) or animated machinery.Humanoid: For bipedal humanoid characters. Enables Unity'sAvatarsystem for animation retargeting (reusing animations across different models)—very powerful.
- Avatar Definition:
Create from This Model: Generates anAvatar(humanoid bone mapping) from this model's rig.Copy from Other Avatar: Uses anAvatarfrom another model.
When selecting Humanoid, press Configure... to verify and correct Unity's automatic bone mapping.
Animation Tab
Manages animation clips in the FBX. Split clips, set loops, rename, etc.
- Import Animation: Uncheck to skip animation import.
- Clips: If FBX contains multiple animations (e.g., frames 1-30 walk, 31-60 run), add clips with
+and specifyStartandEndframes. - Loop Time: Enable for looping clips (walk, run, idle).
Materials Tab
Material and texture import settings.
- Location:
Use Embedded Materials: Uses materials embedded in FBX. Can't edit until extracted as Unity materials.Use External Materials (Legacy): Old method. Usually don't use.
- Material Creation Mode:
Import via MaterialDescriptionrecommended. - Extract Textures... / Extract Materials...: Extracts embedded textures/materials as editable assets (
.png,.mat, etc.) in project. Usually do this once after import to enable Unity material adjustments.
Summary
Understanding import settings is essential for correctly using externally created 3D models in Unity.
- Match scale and coordinate system to Unity in your DCC tool, apply transforms, then export as FBX.
- Configure Model Import Settings tabs based on model type.
Modeltab: Scale, collider generation, etc.Rigtab: SetHumanoidorGenericfor characters.Animationtab: Split and configure animation clips.Materialstab: Extract materials/textures for editing.
Once configured correctly, you can place models in scenes, animate them, and have them perform as important actors in your game.