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.
Exported 3D file formats, such as .fbx or .obj. You can export files from 3D modeling software in generic formats that can be imported and edited by a wide variety of different software.
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 import and use both types of files, and each come with their own advantages and disadvantages.
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 can import proprietary files from the following 3D modeling software:
Warning: Unity converts proprietary files to .fbx files as part of the import process. However, it is recommended that you export to FBX instead of directly saving your application files in the Project. It is not recommended to use native file formats directly in production.
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.