unity-3d-generator
Unity 3D Generator
Create 3D source assets with Tripo, then qualify and import them with mobile-correct settings. A successful generation task is not a production asset. Read ../unity-asset-pipeline/references/asset-lifecycle.md before production work and use references/unity-import.md for realized Unity checks.
Truthful status rule: say
generated,rig attempt passed,technically inspected,Unity-imported, orapproved. Saygame-readyonly after the final registry gate.riggable=true, a named skeleton, or a pretty preview alone never justifies that claim.
Choose the production route by asset risk
| Asset | Generator output may become final after gates? | Required route |
|---|---|---|
| Background prop, pickup, simple obstacle | Often | Generate → inspect → repair → Unity import/prefab gates. |
| Repeated environment module | Sometimes | Require clean seams/pivots, LODs, shared materials and performance capture; manual topology cleanup is normal. |
| Secondary rigged NPC/creature | Conditionally | Approved neutral turnaround → generate → preregcheck → rig/weight/clip inspection → deformation test. Reject failures; do not patch them with prompt prose. |
| Hero, close-camera actor, combat character, equipment-changing avatar | Rarely | Use generation for concept/blockout; require DCC retopology, UVs, controlled edge flow, manual bone placement/weights and authored corrective tests before Unity promotion. |
Do not route every visual asset through text-to-3D. Prefer authored primitives/modular kits for strict geometry, 2D/billboards when depth adds no gameplay value, and a clean reusable base mesh when many characters share one rig. Keep weapons, capes and large accessories separate when they would fuse limbs or corrupt skinning.