Import .unitypackage into Blender · Free add-on for VRChat avatarsBring your Unity avatar into Blender, textures and all.

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.

Free No Unity required Never runs scripts from the package Blender 4.5 and later

* Whether you may use or edit an asset in Blender depends on that asset's license. Please follow its terms.

An avatar imported into Blender from its FBX alone: it has no materials, so the whole model is a flat untextured white The same avatar imported with this add-on, with textures and colors on the hair and kimono Plain FBX import With this add-on
Drag to compare. Left: the FBX imported on its own. Right: the same package through this add-on.Model: Tohoku Zunko © SSS LLC.
Sound familiar?

You just want to see it in Blender, but…

  • First you have to install Unity and set up a project
  • You import the FBX and get a plain white model
  • Reconnecting materials and textures one by one is a chore
  • You fix shadow colors and rim light by hand, comparing with Unity

Just drop it in and it imports in a snap

With this add-on

  1. Drag the .unitypackage onto Blender
  2. Pick what to import and press Import

Bones, facial shape keys, textures and materials all come in together. Drop several packages at once, such as a base avatar and an outfit.

That is the whole operation: drop the package, then press Import in the popup and in the dialog for choosing what to import.
What you can do

Start on these right away in Blender

Blender in Edit Mode showing the wireframe of an imported avatar's face and arms, with the front of the kimono selected

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.

The avatar sitting on a rock by a pond and smiling, rendered in EEVEE with a blurred background

Make illustrations and thumbnails

Pose the avatar and render it in EEVEE for announcement images, thumbnails or a picture for social media, with the toon look intact.

An interior asset made for Unity, rendered in Blender: a potted plant, a mug and a TV remote on a wooden table next to a lit lamp

Props and world assets, too

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.

Scene import

Unity scenes, laid out as they were

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.

A Japanese street scene imported into Blender, with buildings and utility poles, and the dialog for choosing what to import open at the bottom left, with a scene of 1879 placements ticked on the Scenes tab
A street asset's scene imported into Blender, with the dialog for choosing what to import (it opens after you drop a package) shown on top.
ScenesEverything placed in the scene, layout included, plus lights and cameras
PrefabsOne Unity prefab at a time. Pick several and they are laid out side by side
ModelsModel files such as FBX, as they are

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.

What comes through

lilToon and Poiyomi avatars come in with everything they need

Bones (armature)Ready to pose as soon as it lands.
Facial shape keysBlinks and mouth shapes work as they are.
TexturesThe images each material uses are extracted and connected for you.
Shadow color, MatCap, rim lightRebuilt as nodes close to the original toon look.
Transparency and cutoutHair tips and lace stay see-through.

Supported shaders

lilToon Poiyomi MToon VRM VRChat Mobile Quest Standard URP HDRP

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).

See which settings carry over for each shader
Profile
lilToonShadow colors, border and blur, MatCap, rim light, emission, outline
Profile
MToonVRM's toon shader, including shade color and MatCap
Profile
PoiyomiToon lighting with shadow strength, gated emission, reflection-aware metallic, outlines
Profile
StandardBuilt-in PBR: albedo, metallic, smoothness, normal, emission
Profile
URPLit, Simple Lit, Unlit and Baked Lit. Both the metallic and specular setups, transparency and alpha clip, ignoring old settings left over from Standard
Profile
HDRPLit, LayeredLit (first layer) and Unlit. Metallic and smoothness from the mask map, specular color, transparency and alpha clip, emission
Profile
VRChat MobileQuest shaders: Toon Lit, Standard Lite, Toon Standard, Bumped Specular, MatCap Lit
Generic
Anything elseBest effort from common property names. When the shader (such as a Shader Graph) is in the package, old settings it does not use are ignored. Add your own GUID table for custom shaders.
ProfileDedicated mapping made for that shader GenericRules that work on any shader, results vary
Switch the look

Toon in EEVEE, PBR in Cycles

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.

Auto (recommended)Looks at each material's shader and picks toon, PBR or unlit
ToonRecreates shadow color, MatCap and rim light. Made for EEVEE
PBR (Principled BSDF)Renders as it is in Cycles too

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.

The same avatar twice: imported with Auto for a toon look on the left, then switched to PBR (Principled BSDF) from the sidebar for a shaded look on the right
Left: imported with Auto. Right: the same avatar switched to PBR (Principled BSDF) from the sidebar, without using the original package.
Install

Two steps and you are ready

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.

1Install the add-on

Easiest

Download the zip and install it

Download zip (1.12.0)

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.

Automatic updates

Add the repository, then install

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.

2Drop a package

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.

Every default in the popup can be changed in the add-on preferences.
FAQ

Questions you might have

How do I open a .unitypackage in Blender?

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.

Can I get the FBX and textures out of a .unitypackage?

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.

Do I need Unity?

No. You don't need to install Unity or Unity Hub. The add-on reads the package contents itself.

Does it cost anything?

No, it is free software under the GPL-3.0 license, and the source code is on GitHub.

Which Blender versions does it support?

Blender 4.5 and later, on Windows, macOS and Linux.

Will it work with my avatar?

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.

Am I allowed to edit the avatar or publish renders of it?

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.

Is anything left out?

The goal is models and scenes that look right in Blender, so these are not imported:

  • Shader source code (material settings are converted)
  • C# scripts and components
  • Animations and animator controllers
  • VRChat Expression menus and parameters
  • PhysBones and other dynamics, physics and colliders (VRM spring bones are reproduced if the VRM add-on is installed)
  • Terrain, UI, and baked results such as lightmaps in scenes
Is it safe to open packages made by someone else?

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.

Something did not import right. What now?

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.