executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
hz-unity-fbx-importEnsures 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.
Independent GitHub snapshot · Automated classification · Original documentation governs
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.
Use this skill automatically whenever:
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.
When a user requests to import a model, determine the source:
Remote URL (HTTP/HTTPS):
http:// or https://.fbx or .zip?param=value&other=data) are required for authenticationhttps://example.com/models/character.fbx?token=abc123&auth=xyzhttps://cdn.fbcdn.net/path/file.fbx?_nc_gid=xxx&_nc_oc=yyy&oh=zzzLocal file (file system):
C:/Users/name/Downloads/model.fbx/home/user/models/model.fbx.fbx or .zipZIP archive:
https://example.com/assets.zipCRITICAL: 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.fbxhttps://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.fbxC:/Projects/Models/tree.fbx (Windows absolute)/home/user/assets/car.fbx (Unix absolute)https://github.com/user/repo/releases/download/v1.0/model.zipInvalid 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)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.
# 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.
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.
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:
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.
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:
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.
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?"
User: "Import from example.com/models/chair.fbx"
Clarify the protocol: "Should this be:
Which protocol should I use?"
User: "Import ../models/tree.fbx"
Request absolute path: "Relative paths aren't supported. Please provide the absolute path to tree.fbx.
For example:
What is the full path?"
& in query parameters isn't treated as a job separator--dry_run true first for any user-supplied sourcemetavr capture screenshot to confirm the model looks right in-headset, not just in the EditorBefore importing, verify:
--path destination includes the extension--confirm true supplied if overwriting an existing assetset_import_settings if the model isn't authored at real-world sizeA 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.
| Source Type | Format | Example | Needs download first? |
|---|---|---|---|
| Remote HTTPS | https://domain/path/file.fbx | https://cdn.example.com/models/chair.fbx | Yes |
| Remote HTTP | http://domain/path/file.fbx | http://localhost:8000/model.fbx | Yes |
| Local Windows | C:/path/to/file.fbx | C:/Users/name/Downloads/robot.fbx | No |
| Local Mac/Linux | /path/to/file.fbx | /home/user/models/tree.fbx | No |
| ZIP archive | Same as above with .zip | https://example.com/pack.zip | Yes, plus extract |
--project-path, Safe Mode recovery.Import failures are almost always a path problem. When in doubt:
import_asset — it does not fetch URLs--source