AI 3D assets for Unity
Generate a 3D model from a prompt or a photo, export it, and drag it into your Unity project. It's a fast way to fill a scene with props or grey-box a level without modeling every asset by hand.
It's great for the right jobs and wrong for others, so here's where it fits in a real Unity pipeline — and where you'll still want a hand-made asset.
How it works
- 1Generate and export
Describe or upload your asset and build the 3D. Export OBJ or FBX — Unity imports both natively. (For a rigged character, use FBX so the skeleton comes across.)
- 2Drop it into Unity
Drag the file into your Assets folder. Unity imports it as a model prefab; assign your materials for the render pipeline you're using (Built-in / URP / HDRP).
- 3Make it game-ready
Add a collider, set up LODs if it's seen at distance, and decimate the mesh if you're targeting mobile. Generated meshes are dense, so a poly-count pass pays off.
Where it fits in a Unity pipeline
This is genuinely useful for props, set dressing, and greyboxing — the crate, the barrel, the background statue, the rock you need ten variants of. Spin them up in minutes instead of modeling each one, and iterate on a level's look fast.
It's weaker for hero assets and animated characters, where topology, a controlled poly budget, clean UVs, and LODs all matter. Those are still worth hand-building or heavily refining. A useful rule: if the player will inspect it up close or it has to deform, treat the generated model as a starting point, not a final asset.
Formats and performance
- FBX — imports natively, carries rigs; good default for characters.
- OBJ — imports natively, geometry only; fine for static props.
- Decimate dense meshes for mobile/VR performance budgets.
- Colliders and LODs aren't included — you set those up in Unity.
Frequently asked questions
What format should I use for Unity?
FBX or OBJ — Unity imports both natively. Use FBX for rigged characters (it carries the skeleton) and OBJ for static props. Drag the file into your Assets folder and Unity handles the rest.
Are the models game-ready?
They're a strong starting point for props and greyboxing, but generated meshes are dense and don't include colliders or LODs. For production, decimate the mesh, add a collider, and set up LODs. Hero assets that deform still benefit from hand-built topology.
Can I use the models commercially in my game?
Yes — a paid plan includes a commercial-use license, so you can ship the models in a released game. Keep original designs original if you're recreating something from an existing IP.
Do the models come with colliders and LODs?
No — those are Unity-side setup. Add a collider component and configure LOD groups in the editor. It's quick, and it's where you control performance.
Generate a Unity asset
Free to start — 150 credits every month, no card. A preview first, so you only spend credits when you build the 3D.
Start creating →