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, then unlock downloads ($5, one-time) and export GLB — Unity imports it natively and the textures come with it. OBJ works too, but it is geometry only, so you will be assigning materials by hand. (Rigged characters also come out as FBX, which carries the skeleton.)
- 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
- GLB — imports natively and brings its textures along; the best default here.
- OBJ — imports natively, geometry only; fine for static props you will texture yourself.
- FBX — only produced for rigged characters, where it carries the skeleton.
- 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?
GLB. Unity imports it natively and it carries the textures inside the file, so the asset lands looking the way it did in the preview. OBJ also imports natively but is geometry only — you will be wiring up materials yourself. FBX is worth asking about elsewhere because it carries skeletons, but here it is produced only for rigged characters; static props come out as GLB, STL or OBJ. Drag the file into your Assets folder and Unity handles the rest.
Are AI-generated models light enough for mobile or VR, or do they need optimizing first?
They need optimizing, and you should assume that rather than measure it after the fact. A raw build is in the hundreds of thousands of triangles because reconstruction distributes geometry evenly rather than budgeting it, which is far past what a mobile or standalone-VR frame can carry once you have several of them in a scene. The free Optimize mesh step cuts a model to around 20,000 triangles in about a second and keeps the silhouette and UVs, which is a reasonable prop budget; hero objects can afford more, background dressing much less. Two things to plan for beyond the triangle count: texture memory often bites before geometry does, so compress the maps for your platform rather than shipping the 4K originals, and LODs are not included — Unity can generate them, but someone has to set that up. Batching matters too, since twenty distinct generated props are twenty draw calls unless you atlas them.
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 in 51 countries — 200 credits on signup, no card. A preview first, so you only spend credits when you build the 3D.
Start creating →