Unity uses the .fbx file format as its internal importing chain. It’s best practice to use the .fbx file format whenever possible, and not use proprietary model file formats in production.
Unity supports the following standard and proprietary model file formats.
Unity can read the following standard 3D file formats:
These file formats are widely supported. They’re also often smaller than the proprietary equivalent, which makes your project size smaller, and faster to iterate over.
You can also re-import exported .fbx or .obj files into your 3D modeling software of choice to check that all the information has been exported correctly.
Don’t use proprietary file formats in production and export to the .fbxformat wherever possible. If you need to include these files as part of your project, then Unity can import proprietary files from the following 3D modeling software, and then convert them into .fbx files:
For more information, refer to Importing proprietary model files into Unity.
The following applications don’t use .fbx as an intermediary. Unity converts them into .fbx files before importing them into the Unity Editor:
For more information, see the documentation on SketchUp Import Settings and SpeedTree Import Settings.
Unity doesn’t provide built-in support for Cinema4D files. To use Cinema4D files in Unity, export them from the proprietary software as .fbx files.
Assets saved as .ma, .mb, .max, .c4d, or .blend files fail to import unless you have the corresponding 3D modeling software installed on your computer. This means that everybody working on your Unity project must have the correct software installed.