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wtian

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A member registered Jul 06, 2026 · View creator page →

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TriSync: Real-time Blender ↔ Unity pipeline for indie gamedevs

Hey folks! I've been working on a tool to solve a workflow pain I kept hitting: the endless cycle of exporting meshes and rigs from Blender, dragging them into Unity, realizing something's off, going back to Blender, re-exporting...

TriSync eliminates the FBX export loop. It keeps your Blender scene and Unity project synchronized in real-time, so you can iterate on models, rigs, and animations without ever manually exporting. Changes flow automatically — edit in Blender, test in Unity, refine, repeat.

What it handles:

  • Live mesh sync — geometry, UVs, normals, blend shapes update as you sculpt/model
  • Geometry Nodes support — procedural meshes from Geometry Nodes modifiers sync to Unity as evaluated geometry
  • Humanoid rig auto-mapping — Blender armature → Unity Mecanim, no manual bone assignment
  • Pose sync — set a pose in Blender's Pose Mode, push it to Unity's skeleton, then create/edit AnimationClips right in Unity's timeline
  • Animation import — bring existing Blender actions into Unity as AnimationClips, ready for Mecanim
  • PBR material import — Principled BSDF materials transfer to Unity with base color, metallic, roughness, and normal maps
  • Reverse mesh flow — send Unity meshes back to Blender for editing tweaks





Who it's for:

If you're a solo dev or small team prototyping characters/props and you're tired of the FBX export dance, this might save you hours per week. Especially useful if you iterate on animations — pose in Blender where the rigging tools are comfortable, refine timing in Unity where you can test gameplay immediately.

Grab it:

Package includes the Blender addon + Unity companion scripts. MIT-licensed dependencies, source included.

Would love to hear if this fits your workflow — or what's missing. Open to feedback!