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docs(asset-gen): import_model_file self-contained-format caveat + skill tool-name fix
Claude-Session: https://claude.ai/code/session_01NoHk4f7N1vUFs7gu817ihm
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.claude/skills/blender-to-unity/SKILL.md

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## Preconditions
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- Both `mcp__blender__*` tools and MCP for Unity tools are connected.
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- A model exists in the Blender scene (confirm with `mcp__blender__get_scene_info` /
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`get_object_info`). If empty, stop and tell the user — this skill does not generate models.
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`mcp__blender__get_object_info`). If empty, stop and tell the user — this skill does not generate models.
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## Steps
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1. **Resolve the Unity project path.** Read `mcpforunity://editor/state` for the project
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"GLB import requires glTFast", re-export as FBX (or install glTFast from the Dependencies tab).
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- Keep one model per handoff; for batches, repeat the loop with distinct names.
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- This skill never sends API keys or file bytes over the MCP bridge — Unity reads the file from disk.
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- `import_model_file` copies only the single source file; for multi-file exports (a text `.gltf` with an external `.bin`, or an `.obj` with a sibling `.mtl`/textures), zip them first and pass the `.zip` — a bare `.gltf`/`.obj` will lose its sidecars.

Server/src/services/tools/import_model_file.py

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"under Assets/ and run through Unity's model-import pipeline (scale-normalize, material "
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"settings; glTF requires glTFast). Carries no API keys and no file bytes over the bridge.\n\n"
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"Params: source_path (absolute or Assets-relative path to a .fbx/.obj/.glb/.gltf/.zip), "
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"name, output_folder (under Assets/), target_size. Returns { asset_path, asset_guid }."
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"name, output_folder (under Assets/), target_size. Returns { asset_path, asset_guid }.\n\n"
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"For multi-file exports (a text .gltf with an external .bin, or an .obj with a sibling "
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".mtl/textures), zip them and pass the .zip — a bare .gltf/.obj is copied without its sidecars."
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),
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annotations=ToolAnnotations(
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title="Import Model File",

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