Runtime Object Exporter

Turn runtime-generated GameObjects into assets you can keep, reuse, share, and edit.

 

Runtime Object Exporter captures a selected GameObject hierarchy together with its meshes, materials, and textures. It works in Edit Mode and Play Mode, making it ideal for procedural generation, in-game builders, runtime customization, and custom Editor tools.

 

Choose exactly which dependencies to include, then export them in the format that fits your workflow:

  • Unity Project Assets — save meshes, materials, and textures inside Assets, with optional clean prefab creation.
  • OBJ — export geometry, MTL materials, and PNG textures for broad compatibility.
  • GLB — create a single portable file with embedded geometry, materials, and textures.
  • FBX — export through the Unity FBX Exporter package when it is installed.

 

Key Features

  • Scans the complete hierarchy and shows where each dependency is used.
  • Lets you include or exclude individual meshes, materials, and textures.
  • Reuses existing project assets when possible instead of creating unnecessary copies.
  • Provides clear export statistics, including duration, geometry counts, generated files, and total size.
  • Includes a public Editor API for automated scanning and export workflows.
  • Ships with ready-to-run API examples and a built-in update system.

Gallery

See also

Real World Terrain
Real World Terrain is a tool for automatically creating high-quality terrains, meshes, Gaia stamps and RAW files based on real-world data with global coverage.
Incredibly fast and easy to use, and allows you to create high-quality terrains in a couple of clicks.
In addition, Real World Terrain can create buildings, roads, trees, grass, and rivers based on Open Street Map data.
Real World Terrain is incredibly powerful and flexible. It has a powerful Editor API to automate the generation of terrains, and Runtime API positioning objects by coordinates, etc.
Real World Terrain has integration with the best assets of the Asset Store, which gives almost unlimited possibilities in the generation of terrains.