Check the shapes before you edit
Open outfit and accessory meshes in Edit Mode to check their shape and how dense the wireframe is. Preview before you edit, all without opening Unity.
Drag a .unitypackage from BOOTH or elsewhere* onto Blender. No Unity needed: bones and facial shape keys stay intact, and the materials come in looking close to lilToon or Poiyomi.
* Whether you may use or edit an asset in Blender depends on that asset's license. Please follow its terms.
Plain FBX import
With this add-on
Just drop it in and it imports in a snap
.unitypackage onto BlenderBones, facial shape keys, textures and materials all come in together. Drop several packages at once, such as a base avatar and an outfit.
Open outfit and accessory meshes in Edit Mode to check their shape and how dense the wireframe is. Preview before you edit, all without opening Unity.
Pose the avatar and render it in EEVEE for announcement images, thumbnails or a picture for social media, with the toon look intact.
Standard, URP and HDRP materials are converted to Blender's standard shader, so furniture, props and world assets made for Unity can come in with their scene layout intact.
Whether you may edit an asset or publish renders of it depends on that asset's license. Check its terms first.
Pick a scene (.unity) in the package and its buildings, furniture and props land in Blender at the position, rotation and scale they had in Unity. Lights and cameras come along too, so you can try a render right after importing. When a package has several scenes of the same place, such as day and night, the dialog opens with only the first scene ticked, so tick the one you want instead.

Light brightness is converted to look close in EEVEE, following how Built-in, URP and HDRP each define it (and, for HDRP, the scene's exposure). It still will not match Unity exactly, so finish the look in Blender.
Other shaders are converted as far as their common setting names allow. Models can be FBX, OBJ, glTF, VRM or Collada (Collada in Blender 4.5 only).
Toon shaders such as lilToon come in with a toon look made for EEVEE, while Standard, URP and HDRP come in as Blender's Principled BSDF. Want to render in Cycles? Switch later from the sidebar, no original package needed.
There are also Unlit, which ignores lighting, and Names Only, which creates empty materials with the right names.
Want the toon look in Cycles too? CyclesTooner, by the same author, converts the imported toon materials to Cycles-ready Toon BSDF and adds outlines.

Works with Blender 4.5 and later. Either way of installing gives you the same add-on. Installing it both ways makes the two copies conflict, so pick one.
Drag the downloaded zip onto the Blender window and confirm the install. You can also use Install from Disk in the menu at the top right of Preferences > Get Extensions.
The same zip is also available for free on BOOTH, with optional support versions that contain the same file.
In Blender, open Edit > Preferences > Get Extensions > Repositories, click +, choose Add Remote Repository and paste this URL.
https://utagestudio.github.io/unitypackage_loader/index.json
Then search for Unitypackage Importer in Get Extensions and click Install.
Drag a .unitypackage onto the 3D Viewport, or use File > Import > Unitypackage. Press Import in the popup, pick what to import (scenes, prefabs or models) in the next dialog, and the package loads. Several files at once are fine.
Blender cannot open a .unitypackage on its own. The file is an archive of Unity assets stored under ID-named folders, so the models, materials and textures inside are not linked together in a way Blender understands.
With this add-on installed, drag the .unitypackage onto the 3D Viewport, or choose File > Import > Unitypackage. The add-on reads the archive, matches each mesh with its Unity material, and brings everything in with the textures connected.
Yes. Textures are written next to your saved .blend file (textures/<package name>/) by default, or to the add-on's cache folder if the file has not been saved yet. The folder can be changed in the import options. The model is imported into Blender, so if you need it as a file, export it with File > Export > FBX. Unlike extracting the FBX by hand, the materials and textures are already connected.
No. You don't need to install Unity or Unity Hub. The add-on reads the package contents itself.
No, it is free software under the GPL-3.0 license, and the source code is on GitHub.
Blender 4.5 and later, on Windows, macOS and Linux.
Avatars using common shaders such as lilToon, Poiyomi and MToon are supported. Other shaders are converted as far as their common setting names allow.
Unity shaders and Blender nodes work differently, so the result will not match Unity exactly. Expect to finish the look in Blender.
Also, even if an avatar imports fine, whether you may use or edit it in Blender is decided by that asset's license. Check its terms and stay within them.
This add-on only imports the files; it does not grant you any rights to the asset. Whether you may edit it, publish pictures or videos of it, or use it outside Unity is decided by each asset's license. Check the terms on the page you got it from or in the package before you use it.
The goal is models and scenes that look right in Blender, so these are not imported:
No code from the package ever runs. What gets written to disk is mainly model files and the textures their materials use. Bundled .blend files can carry Python, so they stay closed unless you opt in for that import. File paths and extracted sizes are checked before anything is written.
FBX and image decoding are done by Blender itself, so keep Blender on the latest LTS. The full notes are in the README.
The "UPI" tab in the sidebar (N key) shows what was imported, how each material was resolved, and any warnings. If that does not help, please let us know through the contact form (no account required), or in GitHub Issues if you have a GitHub account.
Curious how it works under the hood? The developer notes are in DESIGN.md.