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ElgoogUdiab
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Hi unity-mcp author!

I’m Eric from Rodin, the state of the art 3D AI Model (https://hyper3d.ai/). I integrated Rodin’s 3D model generation API into unity-mcp, allowing users to seamlessly generate and import models directly from our service.

What This PR Does:
Adds support for Rodin's API within unity-mcp.
Introduces a UI option for users to generate models via Rodin API (via our main site https://hyper3d.ai/ and via fal.ai).
Allow user to input their API keys.
Ensures smooth integration with existing unity-mcp workflows.

We think this addition will provide users with a powerful new way to create models within Unity. Please let me know if any changes or improvements are needed.

Looking forward to your feedback!

Best,
Eric
Rodin Gen-1.5

@justinpbarnett
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Love this!! I made some organizational changes to the project and it caused some conflicts. Could you resolve those and then I'll test your PR out!

@ElgoogUdiab
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rebased to the current commit! awaiting your good news.

@justinpbarnett
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image
Looks like models are not being imported quite right. It's making a folder with the model name and saving the actual model as a .glb. Resulting file path is "Assets/Model/{model-name}.fbx/model.glb"

Ideal behavior is models get imported as .fbx file types under "Models/{model-name}.fbx"

Unity compatible 3D file types are:

Really excited for this to be brought in!! Going to be cool seeing people creating prototypes with actual models instead of cubes and spheres.

@justinpbarnett justinpbarnett added the enhancement New feature or request label Mar 21, 2025
@ElgoogUdiab
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I chose to use the GLB format (with gltFast, maintained by Unity) for importing models primarily because the models generated by Rodin include PBR materials. Using other formats may result in incorrect materials or compatibility issues with the rendering pipeline.

Using other formats would not only increase the number of asset files (turning a single GLB into an FBX + 3-5 textures + a separate material for each rendering pipeline?) but also require additional code to adjust texture import settings and create materials.

If avoiding the use of gltFast, I would opt for the FBX format instead. However, would it be possible to relax the restriction on the set_material method (which currently requires setting materials on a single object) to make it more convenient to create materials based on the current rendering pipeline?

@bhadrik
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bhadrik commented May 20, 2025

I have created agent inside of Unity instead of managing MCP, check it out here.
https://github.com/bhadrik/unity-autopilot

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3 participants