Note: This section provides information about proprietary file formats that use FBX conversion. However, there are two file formats that do not use FBX as an intermediary: SketchUp and SpeedTree. For more information about importing these file formats, see the SketchUp Settings and SpeedTree topics.
导出的 3D 文件格式，如 .fbx 或 .obj。您可以使用通用格式从 3D 建模软件导出文件，此类格式的文件可以由各种不同的软件导入和编辑。
Proprietary 3D or DCC (Digital Content Creation) application files, such as .max and .blend file formats from Autodesk® 3ds Max® or Blender, for example. You can only edit proprietary files in the software that created them. Proprietary files are generally not directly editable by other software without first being converted and imported.
Unity can read .fbx, .dae (Collada), .3ds, .dxf, and .obj files. For information about exporting 3D files, see Exporting from other applications or read the documentation for your 3D modeling software.
Unity 可以从以下 3D 建模软件导入专有文件：
警告：Unity 在导入过程中将专有文件转换为 .fbx 文件。但是，建议导出 FBX，而不是直接保存为工程应用中的默认格式。建议不要在生产中直接使用原生文件格式。
Note: 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. For example, if you use the Autodesk® Maya LT™ license to create
ExampleModel.mb and copy it into your Project, anyone else opening that Project also needs to have Autodesk® Maya LT™ installed on their computer too.