Models & Flats

Export from your modelling software

When exporting your model from a modelling software you need to take a few things in consideration:

  • Models exported from Daggerfall Modelling are forty times bigger than they need to be in order to be used in Unity, so you need to scale them down by 0.025.
  • Unity engine reads models as Y-up not Z-up. You can use this plugin for blender to address this. Of course, remember to check also the origin of models.
  • Your model can’t have more than 65,534 vertices. If you need, split your model in several parts and put them togheter inside the prefab.
  • Unity supports different formats, but exporting to .fbx is suggested.

Import your model in Daggerfall


  1. Go to daggerfall-unity-master\Assets\Resources\Models and create a subfolder. Rename it with the ID of the model, then create another folder inside this one and place the .xfb file inside.
  2. Place the relative textures inside daggerfall-unity-master\Assets\Resources\Textures. You need to do so even if you’re using vanilla textures.
  3. Now open Unity and let it import all the new files. When it’s done, navigate to the model subfolder in the project window and create new materials, one for each texture you need to use.
  4. Drag your model in the scene view and assign materials to the model. Then place it in a prefab with the same name as the folder: /models/modelID/modelID.prefab
  5. When you’re done, you can compile the project and look for your model in-game.

Seasonal changes

If the model you are replacing has a winter version, you need to provide materials for this season, too. Create another prefab named modelID_winter in the same folder.


  1. Go to \Assets\Resources\Flats and create a subfolder, named after the sprite texture we are replacing.
    For example 205_0 for the texture 0-0 in archive 205.
  2. Place your model inside this folder (maybe in a subfolder called Mesh or Assets, for example), the texture you need to use in the usual Resources/Textures folder and create materials.
  3. Create the prefab, name it with the same ID as above and place it in the main subfolder.
    In our case we will have /Flats/205_0/205_0.

Common notes


Link to current forum topic on modding models and flats to models.