Reviewed against the current product on November 5, 2026 · Published by Unity Asset Exporter.
To get FBX files out of a .unitypackage, open the package in the tool on the homepage, find the .fbx in the Files tree and download it. The file comes out with its original bytes, unchanged. Nothing is uploaded, and no Unity install or account is needed. If you were looking for a way to convert a unitypackage to FBX, note that this is extraction: the tool gives you the FBX files the author shipped and does not write new ones.
Unitypackage to FBX: extraction, not conversion
After the package opens, the Files tree shows the original Unity paths, restored from the package's pathname entries. How the archive is built is explained in opening a .unitypackage without Unity. Any model the author included as FBX sits in that tree as a .fbx file. This has two consequences.
- The download is the same file the author put into the package, including any animation data it contains.
- What Unity layered on top is not in the download: the material remapping, import settings such as scale and the humanoid rig mapping, and prefabs that arrange several meshes. Unity stores those in the
.metafile, in.matassets and in prefabs, not in the FBX.
Three ways to get the FBX files
- One file from the Files tree. Browse to the restored path, for example
Assets/Vendor/Models/Chair.fbx, and download that file. Single-file downloads are always free. - From a selected model. When the selected model's source is an FBX, Download original FBX appears and saves that source file. This helps when you found the model in the 3D preview rather than in the tree.
- Everything at once. Raw package files (FBX + PNG) saves a ZIP of all original package files with their Unity paths, including textures and any other source formats present. If the package contains animation FBX files, Animation FBX sources (ZIP) appears and collects only those.
Bulk ZIP exports (raw package, textures, animation FBX and bulk GLB all count): the first one is free, then one every week. An optional one-time Pro purchase ($15 until 30 November 2026, then $25) removes the limit in the browser where it is activated.
What a raw FBX carries, and what it does not
In Unity the model looked finished. Opened on its own in Blender or another tool, the same FBX often shows missing or default materials. That is expected, because Unity keeps a lot outside the FBX:
- The FBX's
.metafile holds import settings such as scale and the humanoid rig mapping, plusexternalObjectsentries that remap the FBX's materials to Unity materials by GUID. .matmaterial assets point to texture files by GUID.- Prefabs can assign materials and place, rotate and scale the mesh.
- Textures are usually separate image files in the package, not embedded in the FBX.
The FBX keeps what its author exported into it, such as geometry and, where present, a skeleton or animation. What you usually redo by hand is connecting textures to materials. The image files are in the raw ZIP, or you can save them with Textures as PNG (ZIP); see extracting textures. For relinking in Blender, see the Blender guide.
Prefabs and scenes have no FBX
A prefab or scene is Unity YAML: references to several FBX meshes, each placed, scaled and sometimes given material overrides. There is no single FBX for it to extract, and the tool does not write one.
What the tool can do is reconstruct supported prefabs and scenes and export them as GLB. Material references are resolved by GUID through FBX .meta externalObjects, prefab material assignments, material-name matching and conservative fallbacks. Base color, normal, metallic/smoothness, occlusion and emission slots are mapped, and supported textures are embedded in the GLB.
If you need FBX with materials linked
Some pipelines accept only FBX. Use GLB as the intermediate step:
- Select the model, prefab or scene and use Download GLB — what's in the preview. For many models at once, use Download all selected as GLB (ZIP), unpack the whole ZIP and keep its
_shared_texturesfolder beside the models. Details are in converting to GLB. - In Blender, use
File → Import → glTF 2.0. - If the target needs image files next to the FBX, run
File → External Data → Unpack Resources. - Export with
File → Export → FBX.
Check the materials after this round trip. Open the exported FBX in the destination and confirm that textures are connected before you build on it. For Unreal Engine, the original-FBX and GLB routes are compared in FBX or GLB for Unreal.
Characters need one extra decision. GLB export keeps the skeleton but uses the saved static pose; animation is not transferred, so an FBX made from that GLB has no animation either. If you need the animations, use the original FBX or the animation FBX sources, which stay unchanged. For humanoid avatars, see exporting VRM.
Limits to know
- Preview and conversion support FBX 7.0 and newer, binary and ASCII. Older FBX files can still be extracted as raw files.
- OBJ/MTL, DAE and
.blendfiles are not converted but stay available as raw files. The tool's 3D output is GLB (and VRM); it does not export FBX or OBJ. See the OBJ guide if that is your target. - Custom shaders, Shader Graph logic, post-processing, baked lightmaps, scripts and particle simulation are not reproduced in GLB. Standard PBR conversion can look flatter than store screenshots.
- A ZIP that contains the package can be dropped as is; extract RAR or 7z on your device first. Unity AssetBundles / UnityFS files from built games are not supported.
- Safety ceilings are just under 4 GiB of expanded data and 1 GiB per file. Large packages also depend on available browser memory.
If something fails, Help & feedback in the tool lets you download a diagnostic report (counts, warnings, log; no asset files) to attach to a bug report sent to [email protected] or Telegram @blablakapr. The full list is on supported formats.