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Beyond Unity

Infinity PBR in Unreal & Godot

We make Infinity PBR in Unity, but the models, textures, animations and audio work in any engine. Here’s how to get them into Unreal Engine and Godot.

Three ways in

Pick one by engine, and by whether you want the extras: Substance Painter files, concept art and music.

  • Unreal Engine

    Buy on Fab

    Unreal-ready versions of many of our packs. Add one to your project from your Fab library and it’s ready to use.

    Our Fab store
  • Unreal Engine

    Buy on the Asset Store

    Get every file, extras included, then bring the models, textures and animations into Unreal in a few steps.

    How it works
  • Godot 4

    Buy on the Asset Store

    Convert the pack with Unidot Importer, a free, open-source Godot add-on that turns models, materials, prefabs and animations into Godot ones.

    How it works

Fab or the Asset Store?

A Fab purchase is the Unreal project. Everything else we make for a pack is on the Unity Asset Store, where the extras come free with the pack as bonus packages.

What you getFabUnity Asset Store
Ready to use in UnrealYesAfter a few import steps
Models, textures and animationsSet up for UnrealFBX models and image files
Sound effects and musicUsuallyYes, with music stems in many packs
Substance Painter source filesNoIn bonus packages
Concept artNoMany packs
Use in GodotNot directlyWith Unidot Importer
Which packsA selectionAll of them
LicenseFab Standard LicenseUnity Asset Store EULA

Guide

Unreal Engine

Two ways: ready to use from Fab, or imported from the Asset Store.

Option 1 Buy on Fab

  1. Find the pack in our Fab store and buy it.
  2. Add it to your project from your Fab library in the Epic Games Launcher. The meshes, materials and animations are already set up.

Not every pack is on Fab. If yours isn’t, use option 2.

Option 2 Buy on the Asset Store

  1. Buy the pack on the Unity Asset Store.
  2. Download it with Unity. The Asset Store delivers through the Unity Editor, and the free Unity Personal works. In an empty project, open Window → Package Manager → My Assets, then download and import the pack. The models are FBX files, and the textures and audio are ordinary image and sound files you can copy out of its folder.
  3. Import the models into Unreal as skeletal meshes, with Import Morph Targets on to keep the mesh morphing. Import animation files onto the character’s skeleton.
  4. Split long animations. Some packs keep every animation on one timeline in a single FBX. Our animation frames sheet lists where each clip starts and ends: set that frame range as you import each clip.
  5. Rebuild the materials with the recipe below. Or, if the pack has Substance Painter files, export new textures with Painter’s Unreal Engine (Packed) preset and skip the conversion.

Unity textures in an Unreal material

Unity textureUnreal material input
AlbedoBase Color
Metallic map, red channelMetallic
Metallic map, alpha channel (smoothness)Roughness, through a OneMinus node
Normal mapNormal. Tick Flip Green Channel on the texture: Unity’s normal maps are OpenGL-style, Unreal’s are DirectX-style.
Occlusion mapAmbient Occlusion
Emission mapEmissive Color

Turn off sRGB on the metallic and occlusion textures: they hold data, not color.

Guide

Godot

For Godot 4.3 or newer. Buy the pack on the Asset Store, then convert it with Unidot Importer, a free, open-source add-on from the V-Sekai community.

Recommended Import with Unidot

  1. Buy the pack on the Unity Asset Store.
  2. Download the .unitypackage with Unity. The Asset Store delivers through the Unity Editor, and the free Unity Personal works. Open Window → Package Manager → My Assets, select the pack and click Download; there’s no need to import it. Unity saves the file in its Asset Store folder:
    • Windows %APPDATA%\Unity\Asset Store-5.x
    • macOS ~/Library/Unity/Asset Store-5.x
    • Linux ~/.local/share/unity3d/Asset Store-5.x
  3. Add Unidot to your Godot project. Download it from GitHub into addons/unidot_importer, then turn it on in Project → Project Settings → Plugins. The GitHub version keeps up with new Godot releases; the Asset Library copy is older.
  4. Import the package. Choose Project → Tools → Import .unitypackage or dir with Unidot…, pick the file, choose what to bring in, and import.

What comes across

  • Prefabs, as Godot scenes (.tscn)
  • FBX models, through Godot’s own FBX importer, with the mesh morphs as blend shapes
  • Materials made with Unity’s Standard shader, as StandardMaterial3D, with smoothness turned into roughness
  • Animations, and Animator Controllers as AnimationTrees

What doesn’t

  • C# scripts, including our Blend Shapes Manager and Prefab and Object Manager
  • Custom shaders: set those materials up by hand
  • Unity UI

Big packs need a lot of memory: Unidot recommends 16 GB. If Godot struggles, import part of the package at a time, textures first, then materials, then models and prefabs. Project → Tools → Show last Unidot import logs shows anything that went wrong.

Or Copy the files by hand

Import the pack into Unity, then copy its FBX, texture and audio files into your Godot project. Godot opens FBX files directly, and it uses OpenGL-style normal maps like Unity, so those work as they are. Two things need attention:

  • Roughness. A Godot material can read metallic from the red channel of Unity’s metallic map, but it wants roughness, the inverse of Unity’s smoothness. Export a roughness map from the Substance Painter files with the PBR Metallic Roughness preset, or invert the alpha channel in an image editor.
  • Long animations. Split them in the FBX’s Advanced Import Settings with Slices, using the frame ranges in our animation frames sheet.

Questions

Can I use Asset Store purchases in other engines?

Yes. The Standard Unity Asset Store EULA covers using assets in your games and other digital media, and doesn’t require Unity. Fab purchases follow Fab’s Standard License. See EULA & licensing.

Do your Unity tools work in Unreal or Godot?

No. Game Modules 4, Juicy Actions, Magic Time, Northstar, Projectile Factory and the scripts in our art packs are written for the Unity Editor. The art, animation and audio work anywhere.

How do I morph characters without the Blend Shapes Manager?

The mesh morphs come across as morph targets in Unreal and blend shapes in Godot. Set them in the editor, or from your own code.

Do I need Unity installed?

Only to download Asset Store purchases, which the store delivers through the Unity Editor. Unity Personal is free. Fab purchases don’t need Unity.

Stuck on something?

Ask in our Discord. You’ll find us there, along with other developers who use our assets.