Version: 2020.3
Creating models outside of Unity
Support for proprietary model file formats


Unity supports a number of standard and proprietary model file formats.

Internally, Unity uses the .fbx file format as its importing chain. It is best practice to use the .fbx file format whenever possible, and you should not use proprietary model file formats in production.

Supported model file formats

Standard file formats

Unity can read the following standard 3D file formats:

These file formats are widely supported. They are also are often smaller than the proprietary equivalent, which makes your project size smaller, and faster to iterate over.

You can also also re-import exported .fbx or .obj files into your 3D modeling software of choice to check that all of the information has been exported correctly.

Proprietary file formats

You should not use these file formats in production; instead, export to the .fbx format wherever possible. However, sometimes you might need to include these files as part of your project.

Unity can import proprietary files from the following 3D modeling software, and then convert them into .fbx files:

For more information, see Importing proprietary model files into Unity.

The following applications do not use .fbx as an intermediary. Unity must convert them into .fbx files before importing them into the Editor:

For more information, see the documentation on SketchUp Import Settings and SpeedTree Import Settings.

Unsupported model file formats

Unity 不提供对 Cinema4D 文件的内置支持。要在 Unity 中使用 Cinema4D 文件,您应该将它们从专有软件导出为 .fbx 文件。

除非在计算机上安装了相应的 3D 建模软件,否则保存为 .ma、.mb、.max、.c4d 或 .blend 文件的资源将无法导入。这意味着,处理 Unity 项目的每个人都必须安装正确的软件。例如,如果您使用 Autodesk Maya LT 许可证来创建 .mb 文件,并将其复制到您的项目中,那么任何打开该项目的用户也需要在他们的计算机上安装 Autodesk Maya LT。

Creating models outside of Unity
Support for proprietary model file formats