.unitypackage → textured GLB · runs in your browser, files never leave your device
EN

Import a .unitypackage into Blender

Export supported models, prefabs or scenes as GLB here, then use File → Import → glTF 2.0 in Blender. Supported material references are resolved before export.

Import instructions · Missing textures?

Drop your .unitypackage here

or

Select a model or scene on the left — preview and GLB buttons appear above

Log


        

Reviewed against the current product on October 31, 2026 · Published by Unity Asset Exporter.

Blender can't open a .unitypackage directly. Importing only its raw FBX can lose Unity's separate material assignments. Export supported content as GLB first, then import that result into Blender.

How to import a Unitypackage into Blender

  1. Drop the .unitypackage on the box above and select a supported model, prefab or scene.
  2. Inspect its materials in the preview, then click Download GLB for a single file.
  3. In Blender, choose File → Import → glTF 2.0 (.glb/.gltf) and select the exported file.
  4. Switch viewport shading to Material Preview and inspect the materials, scale and orientation.

For a bulk GLB ZIP, extract the entire archive first and keep _shared_textures in its original relative location. Moving just a model out of that folder structure can break its texture references. Compare single and bulk exports.

Use Try with a sample package above to inspect the browser workflow before opening your own package. It demonstrates local preview and export, not a guarantee that every asset or Blender version imports identically.

The manual way (the painful one)

If you extract the package by hand and import the FBX into Blender, here's what you're signing up for:

  1. Extract the archive and hunt through GUID folders for the right FBX and its textures.
  2. File → Import → FBX — inspect which materials and images the original FBX actually contains.
  3. Open the Shader Editor, add Image Texture nodes, and load each map by hand.
  4. Wire base color, normal (through a Normal Map node), metallic/roughness and so on into the Principled BSDF — for every material, on every mesh.

Unity can store texture assignments in .mat files and GUID references outside the FBX. Blender does not reconstruct those Unity-specific links just by importing the FBX, so missing assignments need manual setup.

Unity assets to Blender: what this route actually converts

This route is for supported 3D assets stored in a .unitypackage: models, reconstructed prefabs or scenes, materials and textures. It is not a whole Unity-project converter and does not translate scripts, gameplay logic, custom shaders or editor settings into Blender. Blender's documented glTF 2.0 importer opens the exported GLB; see the official Blender glTF guide.

What maps carry over

glTF's material model maps cleanly onto Blender's Principled BSDF, so these come through connected:

Skinned characters keep their skeleton and import in the saved static pose. Animation preview and transfer to GLB are not available; original animation FBX files remain available as separate downloads.

Missing textures or unexpected results in Blender?

For images without a 3D conversion, extract textures from the Unitypackage. If the exported result still looks wrong, use Help & feedback in the main converter and describe whether the problem started in the preview or after import. Only share screenshots and content you have permission to share.

Honest limits

Source models must be FBX (7.0+). Textures in PNG, JPG, TGA, WebP, BMP and GIF plus common PSD, TIF/TIFF, DDS, HDR and EXR variants are decoded and embedded. Unity-specific shader effects (custom HLSL, shader graphs) don't translate; you get standard PBR, which is what Blender expects anyway.

FAQ

Can Blender open a .unitypackage directly?
No. Blender has no .unitypackage importer. Convert it to GLB first, then use File → Import → glTF 2.0.
Will the textures come through into Blender?
A single GLB embeds supported textures and PBR material data. Bulk GLB ZIPs use shared texture files; unpack the whole ZIP and keep its folder structure. Unsupported shaders or missing source maps still need attention.
Why not just import the FBX?
The source FBX may not contain Unity's separate .mat texture assignments. Extract it when you want the original source; use GLB when you want the supported material links resolved before export.
Does it keep rigs and animation?
Character skeletons are preserved, while characters import in their saved static pose. Animation preview and animation transfer to GLB are not available. Original animation FBX files remain available for separate download.