Clean imports into Unity

Houdini to Unity Export Naming

Houdini to Unity trips on the same things every time: scale, up-axis and names Unity has to rewrite. Here is how to export so assets land in Unity clean, with names your project can actually navigate.

Getting a Houdini asset into Unity cleanly is mostly about deciding scale, axis and naming before the FBX leaves Houdini. Fix it at export and you skip a round of per-asset cleanup in the Unity importer.

Scale and up-axis

Unity works in metres with a Y-up, left-handed coordinate system. Houdini is also Y-up, which helps, but scale and handedness still need attention: export FBX with the right unit scale so a Houdini metre reads as one Unity unit, and check that assets do not arrive mirrored or rotated. Deciding this once and applying it to every export keeps the whole project consistent.

FBX export settings that matter

Naming for a navigable Unity project

Check it before it hits Unity

Hive scans your Houdini project and export folder in the browser and flags export names that will not survive a Unity import - spaces, special characters, inconsistent versions, mismatched texture names. Catch it at your desk instead of in the Unity console. See the Unreal handoff checklist for the UE5 side, and the Unity Studio Hub validates naming once assets are in your Unity project.

Frequently asked questions

What scale should I export from Houdini to Unity?

Unity works in metres. Export FBX so a Houdini metre reads as one Unity unit, and apply the same setting to every asset so nothing imports 100x off.

Do Houdini and Unity share an up-axis?

Both are Y-up, which helps, but you still need to check unit scale and handedness so assets do not arrive mirrored, rotated or the wrong size.

Can Hive check my Unity export naming?

Yes. Hive scans your project and export folder in the browser and flags names that will not survive a Unity import - spaces, special characters, inconsistent versions - without uploading anything.

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