What You Get¶
This is what an FBX for Unity export leaves in the output folder, and why the character needs no setup once it is in Unity.
The Output Folder¶
<Name>_dna.fbx the character, with its Unity import settings beside it
textures/ the PNGs the materials use
materials/ one Unity material per material slot
finalize_config.json a small record the export keeps for itself
On HDRP with Skin Material on HDRP SUBSURFACE, materials/ also holds the skin's diffusion profile when your project has none yet, and HDRP needs it registered once. Later exports use the project's copy. See Skin, Eyes & Teeth.
The FBX is named after the character and the expression set: <Name>_dna.fbx for DNA-263, <Name>_arkit.fbx for ARKit-52, or just <Name>.fbx when it carries no blendshapes, with _Face added when you export the head on its own.
Copy the whole folder into your Unity project together. The pieces reference each other, so an FBX moved out on its own arrives without its materials.
One Mesh on One Skeleton¶
The face and body are merged into one mesh on one skeleton, and the clothes ride that same skeleton, either merged into the body or as separate meshes you can swap. The character is baked upright and facing forward, so Unity needs no axis conversion. It imports as Humanoid or with its own bones, as you chose.
The raw rig data a MetaHuman carries is left behind. Only the expression set you picked comes along.
Expressions as Blendshapes, Not Clips¶
The exporter writes no animation. It writes the expressions as blendshapes on the mesh, one per shape in the set: the 52 ARKit shapes, or every expression control the MetaHuman rig has. Choose none and the character comes without them, for a quicker export. Anything that drives blendshapes in Unity, from face tracking to your own animation, drives the face. Each expression can carry its own normals too, so it lights correctly rather than staying lit as if the face were neutral.
Materials Already Bound¶
A Unity material is written for every slot and wired to its textures. The FBX's import settings bind each slot to its material by name, rather than letting Unity guess and create its own, which is why the character is fully bound the moment it imports.
Two Characters in One Project¶
MetaHumans share a lot of texture and material names. Each export gives its assets Unity ids of their own, so two characters live in one project without clashing. GUID Uniqueness sets how those ids are kept.
Where to Go Next¶
- The Export Process walks through the window: the MetaHuman, the two modes, Materials & Textures and The Eye Tuner.
- The Per-Expression OBJs export writes a different set, with no textures or materials. See Per-Expression OBJs.