Reviewed against the current product on November 5, 2026 · Published by Unity Asset Exporter.
There is no direct .unitypackage to OBJ export in this tool. The reliable way to convert a unitypackage to OBJ uses two programs: open the package here and download a GLB with materials and textures already resolved, then import that GLB into Blender and export Wavefront OBJ. You end up with an .obj, an .mtl and the texture images.
Why go through GLB first
Inside a package, meshes, materials and textures are separate assets linked by GUIDs. The material Unity shows on a model is often a separate .mat asset, assigned through the FBX's .meta file or a prefab. So the FBX alone may not match what you saw in Unity. The package structure page explains the layout.
When this tool builds a GLB, it resolves those references by GUID: FBX .meta externalObjects, prefab material assignments, material-name matching and conservative fallbacks. Base color, normal, metallic/smoothness, specular/gloss (approximated), occlusion and emission are mapped to glTF materials. That makes the GLB a better starting point for OBJ than a raw FBX plus a folder of loose images.
Unitypackage to OBJ step by step
- Open the package on the homepage. It is processed locally in your browser; nothing is uploaded, and no Unity install or account is needed. A ZIP download that contains the package can be dropped as is; extract RAR or 7z on your device first.
- Select a model, prefab or scene and check it in the 3D preview.
- Click Download GLB — what's in the preview. This saves one GLB with supported textures embedded. Single-model downloads are always free.
- In Blender, choose
File → Import → glTF 2.0 (.glb/.gltf)and pick the GLB. - Choose
File → External Data → Unpack Resourcesso the embedded textures are written out as image files. - Choose
File → Export → Wavefront (.obj)and enable material export so an.mtlfile is written. Keep the.obj,.mtland images together when you move them.
Blender is a free program; this site is not affiliated with it. For other import questions, see the Blender guide.
Why the textures must sit next to the MTL
A GLB carries its textures inside the file. An MTL file does not; it only refers to image files on disk. If those images are missing, the OBJ opens without textures in the next program. Unpacking resources in Blender (step 5) is the simplest fix.
Alternatively, download Textures as PNG (ZIP) from the tool and place the images beside the .mtl, checking that the file names match the ones the MTL refers to. The texture ZIP counts as a bulk export; see extracting textures. If textures are still missing, the missing-textures checklist covers the usual causes.
What OBJ cannot hold
OBJ is an old, simple format. It stores static meshes, UVs and a basic MTL material description. It does not store:
- Skeletons and skinning. Characters arrive as static meshes in their saved pose.
- Animation. None at all.
- The full PBR material model. Metallic, roughness and normal map setup usually has to be redone in the target program.
Some limits apply before OBJ is involved. The GLB keeps the skeleton of a skinned character, but in its saved static pose; animation is not transferred to GLB. Custom shaders, Shader Graph logic, baked lightmaps, post-processing, scripts and particle simulation are not reproduced. Standard PBR conversion can look flatter than store screenshots, and OBJ will not bring that back.
When to keep GLB or the original FBX instead
Use OBJ only when the target program accepts nothing better. If it reads glTF/GLB or FBX, prefer those.
- GLB keeps PBR materials, embedded textures and the node hierarchy. See converting to GLB.
- Original FBX: Download original FBX appears when the selected model's source is an FBX and gives you the file unchanged. See getting the FBX.
- Animations: Animation FBX sources (ZIP) appears when the package contains animation FBX files.
- Engines and avatars: Godot, Unreal Engine and VRM avatars have their own routes.
If the package already contains OBJ files
The tool does not convert OBJ files found inside a package, so they will not show up as GLB. They stay available as raw files. Download the .obj and any .mtl or images that came with it from the Files tree, one file at a time for free with original bytes. Or get everything with Raw package files (FBX + PNG), a ZIP of all original files with their Unity paths; it extracts, it does not convert, and it counts as a bulk export.
Converting many models
Download all selected as GLB (ZIP) exports several models at once. The ZIP keeps the Unity folders and includes a _shared_textures folder that the GLBs refer to, so unpack the whole ZIP and keep its folders intact. Each GLB then goes through the same Blender steps. The single vs bulk comparison explains the difference.
Bulk ZIP exports (raw package, textures, animation FBX and bulk GLB all count): the first one is free, then one every week. Pro ($15 one-time until 30 November 2026, then $25) removes the limit in the browser where it is activated.
Limits that apply before Blender
- Model conversion supports FBX, binary and ASCII, version 7.0 and newer. OBJ/MTL, DAE and
.blendfiles are not converted. - Unity AssetBundles and 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.
Full details are on supported formats. If a model fails to convert, 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.