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Free · Windows · v0.1.0

Asset Bridge

Take the models you already own in Unreal Engine 5 or Unity and get them into Godot — materials intact, textures cleaned up, and a report telling you exactly what changed.

Download

Two ways to get it

No account, no launcher, no telemetry — it never talks to the internet. Hosted on GitHub.

Recommended

Installer

Standard Windows installer with a Start-menu entry and an uninstaller. Pick this if you're not sure.

Download installer

Portable ZIP

Unzip and run. Installs nothing, writes nothing outside its own folder, and works from a USB stick.

Download portable
Every conversion writes a report. Anything substituted, estimated or dropped gets written down next to the output — which material had no occlusion map, which texture slots had no Godot equivalent, which meshes were skipped. Silent guesses are how assets end up subtly wrong, so nothing is silent. All releases & changelog →

Capabilities

What it does

Built for the parts of an engine-to-engine move that quietly go wrong.

Batch export from Unreal

Unreal has no batch glTF export — it's one asset at a time through a right-click menu. Point Asset Bridge at a content folder, tick what you want, and it drives Unreal headlessly through the whole list.

Unity without Unity

Unity projects are read straight off disk. You don't need Unity installed, or even a working project — just the files.

Materials that survive the trip

Unity stores smoothness where Godot wants roughness, and packs its channels differently in every render pipeline. Get that wrong and everything looks like wet plastic. This gets it right — including the awkward cases where smoothness hides in a texture's alpha channel.

One texture instead of three

Occlusion, roughness and metallic get consolidated into a single correctly-packed texture, so Godot samples once per material instead of three times.

Smaller textures, losslessly

Engine exports carry channels holding nothing but the same value repeated. Stripping those is free — around 19% smaller at zero quality cost. Downscaling is offered separately and is always your choice, never a silent default.

Skeletons and animation

Characters come across with their rigs and skin weights intact, and Unreal animation clips arrive as Godot AnimationLibraries you can drop straight onto an AnimationPlayer.

Nanite detail recovery

Nanite meshes don't export at the density you authored — Unreal hands over a decimated fallback, sometimes as little as 13% of the original triangles. Asset Bridge pulls the full geometry back, and flags which meshes are affected.

See it before you commit

A built-in 3D preview renders the result in Godot itself, with a keypress to flip between the raw export and the converted version. Same camera, same lighting — differences jump straight out.

Requirements

What you need

Less than you'd expect — the short list is mostly things you don't need.

Needed Windows, 64-bit.
Sometimes Unreal Engine 5.1 or newer — only if you're converting Unreal assets. Earlier versions don't ship the exporter this relies on. Your install is detected automatically, including on a second drive.
Not needed Unity. Unity projects are read directly from their files.
Not needed Godot, to run the converter. You'll want it to use the results, obviously.
Not needed Python or any other runtime. Everything is bundled.
One thing worth saying plainly: only convert assets you're licensed to use outside their original engine. Most marketplace licences allow it — plenty are sold in one engine's format while permitting use anywhere — but that's between you and whoever you bought them from.

Roadmap

What's coming

And, just as usefully, what isn't.

Next Unity animation. Unity keeps animation in its own format, outside the model file, so it needs real translation rather than a passthrough. Unity skeletal meshes already come across; the clips are the missing piece.
Next Colour-space verification. Confirming packed textures are interpreted exactly right by Godot's importer in every case. Everything measures correct so far, but "measures correct" and "verified by eye" aren't the same thing.
Later Whole-scene conversion. Right now it converts assets. Bringing across a full level with its layout intact is a bigger problem, and a separate one.
Later More source formats beyond the two engines — driven by whatever we actually end up needing.
Some things will never make the jump. Blueprints, Unity C# scripts, custom shader graphs, Niagara and Lumen have no Godot equivalent. Materials built on complex shader graphs arrive as a baked approximation — close, but not identical. Better to know that now than after a week of moving a project.