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:
- itch.io: https://wtian.itch.io/trisync
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!
