Unity File Exporter

Unity File Exporter

Win64, English

Autodesk, Inc.
Exports Solid Autodesk® Fusion 360™ Models into a unitypackage format to be digested by the Unity Editor.

General Usage Instructions

Run the Unity File Export add-in from the Scripts and add-ins dialog.

2.      The Unity Export Button will be added to the Tools tab in the Design Workspace.

3.      Click on the Unity File Exporter button.

4.      A new dialog window will appear offering some choices given the current model if there is one open.

a.      Export Mode

                                                    i.      Unity -> This will create a document structure in unity that is identical to the one in Fusion. This is the default option and will be what you want most of the time.

                                                   ii.     Unity Kinematics -> This will change the document structure to allow Unity to reproduce joint-like movement if it meets the criteria for a kinematic model. This usually implies that you have a robotic arm or something similar already in Fusion.

1.      Must have a grounded root component somewhere.

2.      Must have exactly 1 end effector or “last joint”

b.      Unity Renderer

                                                    i.     Standard -> If your unity project is not using the Universal Pipeline Renderer or the High-Definition Pipeline renderer. Most of the time this is the default project renderer.

                                                   ii.     URP -> Universal Pipeline Renderer, choose this if this is the type of project you have in Unity.

                                                  iii.     HDRP -> High-Definition Pipeline Renderer, choose this if this is the type of project you have in Unity.

c.      Export Mesh Quality

                                                    i.     Low -> Lower quality mesh export than standard, however, this is good for something you may be replicating a lot in Unity itself.

                                                   ii.     Standard -> Complex mesh models that might require a lot of computation but are very precise and look very good.

d.      Materials

                                                    i.     Do you want to export the materials currently applied to the model for use inside of Unity?

e.      Advanced Options

                                                    i.     Rigid Bodies -> Do you want to attach Rigid bodies to the occurrences inside of the design. Select this if you are intending to apply physics to them.

                                                   ii.     Colliders -> Do you want to attach Colliders to the individual Mesh bodies inside of the design. Select this if you want the bodies to be able to collide with other objects inside of Unity.

                                                  iii.     Kinematic Rigid Bodies -> For kinematic export mode which requires Unity to individually control the bodies. This disables two-way coupling for physics interactions but enables complex joint models.

                                                  iv.     Convex Colliders -> Enabled Colliders to be treated as convex, this will allow unity game objects to be affected by gravity and two-way coupling.

5.      Click Export to open the save file dialog.

6.      Save the file somewhere on the system you have user access to.

7.      This will start the exporting process which may take between 5 – 60 seconds depending on model complexity.

8.      Once finished it will automatically try to open the model inside of the Unity Editor if it is open.

9.      If not, it will attempt to prompt you to open the Unity Editor.

10.   Once inside the Editor, agree to the import and you can find your model in Assets/Imported/[name]

11.   This is a prefab and can be manually dragged into the Unity Scene.



Ribbon/Toolbar Icon Command Command Description


Opens the Export panel to configure your Assembly for export.


The installer that ran when you downloaded this app/plug-in from Autodesk App Store will start installing the app/plug-in. Or, simply double-click the downloaded installer to install the app/plugin.

You can unload the add-in without uninstalling it by clicking the "Stop" button when the add-in is selected in the list box on the "Add-Ins" tab of the "Scripts and Add-Ins" dialog. Unchecking "Run on Startup" causes the add-in not to be loaded in future sessions of Fusion 360. To uninstall this plug-in, exit the Autodesk product if you are currently running it, simply rerun the installer, and select the "Uninstall" button. Or, you can uninstall it from 'Control Panel/Programs and Features' (Windows 7/8.1/10), just as you would uninstall any other application from your system.

Additional Information


The Unity Technologies Logo and name featured in this post are registered trademarks of the Unity Technologies company.

I am not implying by using these trademarked symbols that this add-in has any relation to the associated product and instead am using it as a symbol associated with the format employed by Unity technologies.

Unity Technologies are in no way liable or responsible for this add-in or post. Please direct problems and responses directly to me by using the Support / Contact Page.



If you encounter an error and want to debug it yourself you may go into the Log files where the individual logs are kept for the add-in.

These can be found under the install directory inside of the logs folder, opening these should allow you to see what exactly went wrong. If requested these might be able to help me or you diagnose the problem with the export.

Known Issues

Material Bug

- There is an issue currently being solved that causes separate materials to show up as a single material inside of the Unity Project, this will be resolved on the Fusion 360 side and not directly by the add-in so look out for that if your entire model is a single color.


Re-Exporting a Single Model

- There is currently an issue where re-exporting a model and importing it inside of Unity will cause existing copies of that model to break that are being used by the editor. There are a couple of solutions to this for now however there should be a more permanent solution in the future. You may rename the exported file once it's imported into the Unity Assets Directory. Or you can repack the prefab directly from the game object hierarchy


Translation Issues

- You may encounter a problem with an object that is rotated the wrong way or slightly askew compared to what it was inside of Fusion. If encountered please contact me directly as I would like to narrow down when these events happen and what I can do to make sure they don't impact any future exports. This may be solved by manually changing the rotation inside of unity.


Company Name: Autodesk, Inc.
Support Contact: shawn.hice@autodesk.com

Author/Company Information

Autodesk, Inc.

Support Information

Email me at shawn.hice@autodesk.com for direct support or questions.

Version History

Version Number Version Description


First published version with kinematics and solid body with material support.
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