Agent skill

Hz Unity Fbx Import

by meta-quest in meta-quest/agentic-tools

Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS.

Apache-2.0Auto-check passedGame Development

Install Hz Unity Fbx Import

skills CLI
$ npx skills add meta-quest/agentic-tools --skill hz-unity-fbx-import -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-unity-fbx-import --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/hz-unity-fbx-import .claude/skills/hz-unity-fbx-import && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
hz-unity-fbx-import
GitHub stars
215
Token cost
~2.7k tokens
SKILL.md length
1,212 words
Files
4 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS.

  • Works in 7 steps: Identify the FBX source → Validate the source format → Download remote sources to disk → …
  • Adding FBX files
  • SKILL.md covers When to use this skill, Core principle, Instructions and Handling user-provided paths, plus 6 more sections
  • Calls curl; reaches cdn.fbcdn.net and scontent.fbcdn.net

What it does

Hz Unity Fbx Import is an agent skill from meta-quest/agentic-tools. Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS. Use when adding FBX files, 3D models, or external assets.

Its SKILL.md is about 2.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `FALLBACK_MANUAL_IMPORT.md`, `references/manual-import-pipeline.md` and `references/unity-mcp-fallback.md`).

It sits in Game Development, covering 3D graphics and WebGL. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.

When your agent uses it

  • Adding FBX files
  • External assets

Example prompts

  • “Use the hz-unity-fbx-import skill to ensure complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects…”
  • “/hz-unity-fbx-import”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Identify the FBX source
  2. Validate the source format
  3. Download remote sources to disk
  4. Import the file
  5. Set scale and rig type
  6. Instantiate, then get real bounds
  7. Report to user

What it can do on your machine

Read from SKILL.md and the folder at commit 3a8553d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • curl

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • cdn.fbcdn.net
    • scontent.fbcdn.net
    • github.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Hz Unity Fbx Import loads about 2.7k tokens when it runs, and up to ~4.6k if it reads all its reference files. Until then it costs about 55 tokens; SKILL.md has 1,212 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~55
When it runs · the whole SKILL.md, loaded when a task matches
~2.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from meta-quest/agentic-tools at commit 3a8553d, republished under its Apache-2.0 licence (© meta-quest). 1,212 words, ~2,744 tokens.

Download SKILL.mdSave it as .claude/skills/hz-unity-fbx-import/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
hz-unity-fbx-import
description
Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS. Use when adding FBX files, 3D models, or external assets.
license
Apache-2.0

Unity FBX Import with Full URLs

Importing an external 3D model fails most often for one reason: an incomplete source path. This skill ensures every FBX source is a complete, fully-qualified URL or absolute filesystem path, and walks the import through unity-cli.

When to use this skill

Use this skill automatically whenever:

  • Importing FBX files from external sources
  • Adding 3D models to the Unity project
  • Loading assets from URLs or file paths
  • User mentions: "import model", "add FBX", "load 3D asset", "bring in model"

Core principle

ALWAYS use complete, fully-qualified URLs or absolute paths for FBX files.

Never use relative paths, partial URLs, or assume path completion.

unity command import_asset takes an absolute filesystem path — it does not download. Verified: passing a URL fails with "Source file 'https://…' does not exist." So a remote model is always two steps: download to disk, then import the local file.

Instructions

Step 1: Identify the FBX source

When a user requests to import a model, determine the source:

  1. Remote URL (HTTP/HTTPS):

    • Must start with http:// or https://
    • Must include the full domain and path
    • Filename must end with .fbx or .zip
    • IMPORTANT: Include ALL query parameters and tokens after the extension
    • Query parameters (like ?param=value&other=data) are required for authentication
    • Example: https://example.com/models/character.fbx?token=abc123&auth=xyz
    • Example: https://cdn.fbcdn.net/path/file.fbx?_nc_gid=xxx&_nc_oc=yyy&oh=zzz
  2. Local file (file system):

    • Must be an absolute path (not relative)
    • Windows: C:/Users/name/Downloads/model.fbx
    • Unix/Mac: /home/user/models/model.fbx
    • Must end with .fbx or .zip
  3. ZIP archive:

    • Can be URL or local path
    • Must contain an FBX file inside — extract before importing
    • Example: https://example.com/assets.zip
Step 2: Validate the source format

CRITICAL: For URLs with query parameters (like ?token=...&auth=...), you MUST include the ENTIRE URL including all parameters. Query parameters often contain authentication tokens required for download.

Valid examples:

  • https://cdn.example.com/assets/models/chair.fbx
  • https://cdn.example.com/models/chair.fbx?token=abc123&auth=xyz789 (with query params)
  • https://scontent.fbcdn.net/model.fbx?_nc_gid=xxx&_nc_oc=yyy&oh=zzz (Meta CDN with auth)
  • http://localhost:8000/models/character.fbx
  • C:/Projects/Models/tree.fbx (Windows absolute)
  • /home/user/assets/car.fbx (Unix absolute)
  • https://github.com/user/repo/releases/download/v1.0/model.zip

Invalid examples (never use these):

  • models/chair.fbx (relative path)
  • ~/Downloads/robot.fbx (tilde expansion not supported)
  • example.com/model.fbx (missing protocol)
  • ../assets/model.fbx (relative path)
  • model.fbx (no path at all)
Step 3: Download remote sources to disk

Skip this step for a local file. Quote the URL so the shell doesn't split on & in query parameters — the single most common cause of a truncated, failing download.

bash
# macOS / Linux
curl -fSL "https://example.com/models/office_chair.fbx" -o /tmp/office_chair.fbx

# Windows (PowerShell)
Invoke-WebRequest -Uri "https://example.com/models/office_chair.fbx" -OutFile "$env:TEMP\office_chair.fbx"

Confirm the file exists and is non-empty before importing. A truncated or HTML error page saved as .fbx imports as a broken asset rather than failing loudly.

For a .zip, extract it first and locate the .fbx inside; import that.

Step 4: Import the file
bash
unity status --format json          # look for state "ready"

# Validate first — reports what would be imported, writes nothing
unity command import_asset --source "C:/Users/name/Downloads/office_chair.fbx" \
  --path "Assets/Models/office_chair.fbx" --dry_run true --format json

# Then import for real
unity command import_asset --source "C:/Users/name/Downloads/office_chair.fbx" \
  --path "Assets/Models/office_chair.fbx" --format json
  • --source is an absolute filesystem path to the external file.
  • --path is the destination relative to the authoring root (usually Assets/), including the extension. The Assets/ prefix is optional.
  • --confirm true is required only when overwriting an existing asset at the destination.
  • --dry_run true validates and reports without writing — use it whenever the source came from a user.

Connecting, --project-path, and Safe Mode recovery are in the unity-cli skill.

Step 5: Set scale and rig type

import_asset copies and imports the file at its authored scale. Unlike a one-shot "import at height H" tool, normalizing size is a separate step:

bash
unity command set_import_settings --asset "Assets/Models/office_chair.fbx" \
  --settings '{"globalScale": 0.46, "useFileScale": false}' --format json

Compute globalScale as targetHeight / currentHeight. For a humanoid rig also set animationType to Humanoid. See hz-unity-meta-movement-sdk-retargeting for why an oversized rig causes skewing, and for the ModelImporter fields involved.

Step 6: Instantiate, then get real bounds
bash
unity command instantiate_prefab --prefab "Assets/Models/office_chair.fbx" --name office_chair --format json
unity command save_scene --format json

Then read the actual bounds — never assume the model's size. bounds is a computed property, so get_component_properties will not give it to you (a MeshRenderer read returns m_Materials, m_CastShadows and friends, no bounds). An imported FBX also puts its renderers on children of the instantiated root, so use GetBounds.cs from the unity-placement skill, which unions the child renderers' bounds:

bash
unity command run_script --file AgentScripts/GetBounds.cs --entry GetBounds.Run \
  --args '[["office_chair"]]' --format json

Report the size and center to the user, and use them for any subsequent positioning.

Step 7: Report to user
  • Confirm successful import
  • Show the asset path and the instantiated GameObject name
  • Show the measured size and center
  • Suggest next steps (placement, scaling, material assignment)

Handling user-provided paths

If user provides a partial path

When the user gives an incomplete path, ask for the complete path:

User: "Import models/car.fbx"

Ask for clarification: "I need the complete path to the FBX file. Is it:

What is the full path to car.fbx?"

If user provides a URL without protocol

User: "Import from example.com/models/chair.fbx"

Clarify the protocol: "Should this be:

Which protocol should I use?"

Show full SKILL.md (476 more words)Show less
If user provides a relative path

User: "Import ../models/tree.fbx"

Request absolute path: "Relative paths aren't supported. Please provide the absolute path to tree.fbx.

For example:

  • Windows: C:/Projects/models/tree.fbx
  • Mac/Linux: /home/user/projects/models/tree.fbx

What is the full path?"

Best practices

  1. Always verify the source format before downloading or importing
  2. Never assume paths - always use what's explicitly provided or ask for clarification
  3. Prefer absolute paths over any form of relative path
  4. Include protocol for all remote URLs (http://, https://)
  5. Quote URLs in the shell so & in query parameters isn't treated as a job separator
  6. Validate file extension - must be .fbx or .zip
  7. Use --dry_run true first for any user-supplied source
  8. Verify the download is non-empty before importing
  9. Measure bounds after instantiation - never guess model size
  10. Coordinate with unity-placement - use measured bounds for positioning
  11. Spot-check on device - after a clean import, deploy and pull metavr capture screenshot to confirm the model looks right in-headset, not just in the Editor

Error prevention checklist

Before importing, verify:

  • Source is a complete URL or absolute path
  • URL includes protocol if remote (http:// or https://)
  • ALL query parameters are included (everything after ? in the URL)
  • URL is quoted in the shell command
  • Path is absolute if local (starts with C:/ or /)
  • No relative path components (no ../ or ./)
  • No tilde expansion (no ~/)
  • Filename ends with .fbx or .zip (query params can follow)
  • Remote sources downloaded to disk first, and the file is non-empty
  • --path destination includes the extension
  • --confirm true supplied if overwriting an existing asset
  • Scale normalized via set_import_settings if the model isn't authored at real-world size

Alternative: the MCP one-shot importer

A Unity MCP server with the Meta Unity extension exposes Unity_ImportExternalModel, which downloads, imports, normalizes height, assigns a texture, and creates a prefab in a single call. There is no command-catalog equivalent, so it is only reachable over MCP — see references/unity-mcp-fallback.md for its parameters, the setting that enables it, and a manual Unity_RunCommand reimplementation.

Quick reference

Required format for the source
Source TypeFormatExampleNeeds download first?
Remote HTTPShttps://domain/path/file.fbxhttps://cdn.example.com/models/chair.fbxYes
Remote HTTPhttp://domain/path/file.fbxhttp://localhost:8000/model.fbxYes
Local WindowsC:/path/to/file.fbxC:/Users/name/Downloads/robot.fbxNo
Local Mac/Linux/path/to/file.fbx/home/user/models/tree.fbxNo
ZIP archiveSame as above with .ziphttps://example.com/pack.zipYes, plus extract

Integration with other skills

  • unity-placement: use the measured bounds for positioning after import.
  • hz-unity-meta-movement-sdk-retargeting: import scale and Humanoid rig type for character models.
  • unity-cli: connecting to an Editor, --project-path, Safe Mode recovery.

Remember

Import failures are almost always a path problem. When in doubt:

  1. Ask the user for the complete path
  2. Verify the format before downloading
  3. Include the protocol for remote URLs, and quote the whole URL
  4. Download remote files to disk before import_asset — it does not fetch URLs
  5. Use absolute paths for --source
  6. Never guess or auto-complete partial paths
  7. Never use relative paths or tilde expansion

© meta-quest, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (references) in skills/hz-unity-fbx-import of meta-quest/agentic-tools.

  • SKILL.md
  • FALLBACK_MANUAL_IMPORT.md
  • references/manual-import-pipeline.md
  • references/unity-mcp-fallback.md

Open the folder on GitHubat commit 3a8553d

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Questions about Hz Unity Fbx Import

What does Hz Unity Fbx Import do?

Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS. Hz Unity Fbx Import is an agent skill from meta-quest/agentic-tools. Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS.

When should I use Hz Unity Fbx Import?

Hz Unity Fbx Import fits situations like: adding FBX files; external assets.

How do I install Hz Unity Fbx Import in Claude Code?

Run `npx skills add meta-quest/agentic-tools --skill hz-unity-fbx-import -a claude-code`. Or copy the skill folder (skills/hz-unity-fbx-import in meta-quest/agentic-tools) into .claude/skills/hz-unity-fbx-import in your project. Claude Code loads it when a task matches its description.

How do I install Hz Unity Fbx Import in Codex?

Run `npx skills add meta-quest/agentic-tools --skill hz-unity-fbx-import -a codex`. Or copy the skill folder (skills/hz-unity-fbx-import in meta-quest/agentic-tools) into .agents/skills/hz-unity-fbx-import in your project. Codex loads it when a task matches its description.

Can I use Hz Unity Fbx Import in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add meta-quest/agentic-tools --skill hz-unity-fbx-import -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/hz-unity-fbx-import, .gemini/skills/hz-unity-fbx-import, .github/skills/hz-unity-fbx-import and .opencode/skills/hz-unity-fbx-import in your project.

What does Hz Unity Fbx Import need to run?

Going by SKILL.md and its folder, Hz Unity Fbx Import needs the command-line tools its instructions call (curl).

Does Hz Unity Fbx Import access the network?

SKILL.md names 3 domains. In commands or code: cdn.fbcdn.net, scontent.fbcdn.net and github.com; the agent is likely to contact these when it follows the instructions. This is read from the text; nothing was executed.

Is Hz Unity Fbx Import safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Hz Unity Fbx Import use?

Hz Unity Fbx Import is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Hz Unity Fbx Import use?

About 2.7k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Hz Unity Fbx Import?

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Who maintains Hz Unity Fbx Import?

meta-quest (a GitHub organization) maintains it in meta-quest/agentic-tools, which has 215 GitHub stars. The repository holds 34 skills in this directory. The repository was last updated on September 24, 2026.

Source: meta-quest/agentic-tools on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.