One of the things I'm finding is that I really wish I could import Unity assets directly (or more directly) into Godot. A lot of asset packs are set up for Unity specifically, and even if they come with FBX or OBJ, these raw files are often incomprehensible and unusable, just a bunch of textureless planes and boxes, since you're meant to use the set up prefabs. Importing materials would also be really helpful, as sometimes there are no clues about what texture goes to what model.

So I get that Unity super doesn't want you to do this, and I don't know if it would even be legal, but if it can be done, I would love it.

One of the work-arounds I've been exploring is Unity's FBX Exporter. It's still a pain in the butt to get Unity up and running and unpack assets. I don't know if you can borrow the code somehow, but it'd be great to do this in Godot, or at least a program that's not as big and lumbering as Unity.

Here are some examples of asset packs that work well in Unity but are nonsensical in FBX: https://www.cgtrader.com/3d-models/exterior/sci-fi/high-city https://www.cgtrader.com/3d-models/industrial/other/modular-tunnels (this one is especially annoying because all the textures are tga) https://www.cgtrader.com/3d-models/space/spaceship/spaceships-low-poly-3d-model-bundle-ready-to-game-collection (this one not as bad as the others)

Suggestions/proposals like this belong on the godot-proposals tracker, however that is a feature I don't see happening. Too many potential issues involved. There was a quiz by the devs, last year I think that included a question if the community would like to see an official asset store similar to the one that unity has though. So that is something on their radar.

edit: I also seem to recall a new FBX importer being in the works.

I've bought assets on CGTrader before, and I would say like 70% of the time, they don't work (in Godot or any engine). Not sure what the issue is, I think sometimes those sites do autoconversion (for example from FBX to glTF) and the conversion is borked. Sometimes the vertices are a mess, materials rarely work etc. This is why the Unity and Unreal asset stores are so good, because when you buy an asset it will almost always work (assuming it says it supports the version you are using). Godot could definitely use something similar, it could be a good way to share assets and maybe generate some money too.

The United asset store goes through quality control. Even good models get rejected. A problem with importing assets from the unity asset store, is the user agreement. They have to be used for Unity.

@newmodels said: A problem with importing assets from the unity asset store, is the user agreement. They have to be used for Unity.

It's been a while but last I checked that only strictly applied to the assets provided by Unity Technologies inc. itself.

Other content creators who own their creations(that is they didn't create the assets under payed commission by Unity or another party) are free to sell to anybody for any use they(the content creator/rights owner) see fit. So it might well make sense that you shouldn't expect something bought from unity asset store to work in anything else other than unity however if the seller is ok with you using their content in another engine, that is likely fine.

Something else you can look at is asking the content creator/owner for help getting their asset(s) to work with Godot. Especially for 3D files like 3D models, it may be the creator needs to just change the export or something. There is no guarantee they will help, especially since its on an asset store for a different game engine, but asking politely never hurts.

If it's accepted by the user agreement. But you have problems with Importing those from the asset store. First, you need unity editor to download them. Second, models like human are mechenim models. that means you can only use unity animations, unless they have included the animations themself into the fbx. And that's another problem is fbx. I did see that godot made their fbx importer better, but fbx is one of the worst ways of handling models. Godot made a smart move changing to glb

What I wanted to say was, unity made their asset store as hard as they could unless your using unity.

Well, rather they were entirely focused on making it as convenient to use for unity users as possible and making it usable for any other purpose simply wasn't even a consideration. Nothing wrong with that though. It's what one would naturally expect.

I have bought hundreds of assets from the Unity Asset store and did not have a single problem getting them into Godot. Make a stop in Blender, link any texture up that may have gotten unlinked and you are good for a GTLF export in seconds.

Well if the user agreement works and you can get the model into blender. The only use I can see for any source code would be for godot's c# version. It still needs changed. Godot don't work the same. There are differences in more than just function and class names. And like you said, you can forget about prefabs. Might be an easy hack though. loading them by script. converted on the fly.

@Stefan_GameDev said: I have bought hundreds of assets from the Unity Asset store and did not have a single problem getting them into Godot. Make a stop in Blender, link any texture up that may have gotten unlinked and you are good for a GTLF export in seconds.

Some of them do, some of them don't. Hence why I gave examples of asset packs that don't work so well.