Reviewed against the current product on October 31, 2026 · Published by Unity Asset Exporter.
A .unitypackage is Unity's own export format — a compressed archive full of GUID-named
folders. Other engines do not import that archive directly. Exporting supported content as a single
GLB gives you a portable 3D file with supported PBR materials and textures linked.
What the conversion actually does
Inside a package, meshes, materials and textures are separate assets linked only by GUIDs. This tool reads
each FBX mesh, follows the GUID references to the matching .mat materials, resolves those to the
real image files, then writes supported geometry and materials into binary glTF (.glb).
The single-file download embeds supported textures. Bulk GLB ZIPs store shared textures separately.
Why GLB?
GLB is the binary form of glTF 2.0, a widely supported 3D exchange format. A single export embeds supported textures, so you can move that file without a separate image folder. Missing source maps and unsupported Unity shader features are not fixed merely by changing the format.
- Blender —
File → Import → glTF 2.0, then inspect supported materials in Material Preview. - Godot — add the
.glbto the project and inspect the imported scene; see the workflow and verification limits. - three.js / web — load it directly with
GLTFLoader; ideal for the browser. - General DCC / viewers — most modern tools and online previews accept GLB natively.
How textures and materials survive
Unity can keep material assignments in .meta sidecar files and .mat assets that
point at textures by GUID. Raw extraction preserves those files but does not reconnect their Unity-specific
references in another program. Here, supported GUID links and material slots are resolved before export.
Missing files, custom shaders and unsupported codecs can still need manual work.
Convert in three steps
- Drop the package onto the box above (or use Choose file). It's read locally — the package and its files are not uploaded.
- Preview a model or scene in the 3D viewer to confirm the materials look correct.
- Download the GLB. The single export embeds supported textures. For several models, use bulk ZIP and keep its shared texture folder.
Single GLB versus bulk GLB ZIP
- Download GLB: saves the current preview as one file with its supported textures embedded.
- Bulk GLB ZIP: retains Unity folders and stores repeated textures in
_shared_textures. Unpack the entire ZIP before import and keep the relative folder structure; do not move just one GLB away from its texture files. - Raw package files (FBX + PNG): saves original source bytes and other package file types as a ZIP. It does not create textured GLB models.
The first bulk GLB ZIP export is free, then one every week; Pro ($15 one-time until 30 November, then $25) removes the limit. Single GLB downloads are always free.
GLB is binary glTF, not a separate promise to export JSON .gltf files or OBJ.
To get image files instead, extract a separate texture ZIP.
Honest limits
Supported FBX variants (binary and ASCII, version 7.0+) convert today; OBJ/MTL conversion is not available. PNG, JPG, TGA, WebP, BMP, GIF and common PSD, TIF/TIFF, DDS, HDR and EXR variants decode in-browser. Character skeletons are preserved, while characters export in their saved static pose. Animation preview and animation transfer to GLB are not available; original animation FBX files remain available for download.