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Overview

Model in Blender, see it in Unity or Unreal instantly. Loom streams your meshes, rigs, lights, cameras and materials straight into the engine viewport over a direct binary link. Edit a vertex, scrub an animation, tweak a light, and it shows up in milliseconds. No exporting, no FBX round-trips, no relay server. When you are happy, bake the whole session to real prefabs, Blueprints and assets. Loom is a preview and a pipeline.

Preview. Loom is pre-1.0 (wire protocol v27). The full feature set described here is implemented and continuously tested across both engines. The remaining work before release is a guided visual-polish pass and packaging. See Status & Roadmap.

One producer, two engines

Loom is a Blender producer with two first-class consumers. The same wire drives both, so every capability lands in whichever editor you open.

  • Unity (C# / URP) is the reference consumer.
  • Unreal (C++ / UE Material) is a peer on the same wire, built as a UE 5.4 to 5.8 editor plugin. It re-bases the wire into Unreal space (Z-up, centimetres) on receipt and maps each Unity concept to its idiomatic Unreal target.

What syncs

  • 9 Blender object types: mesh, curve, text, surface, metaball, armature, light, camera, empty.
  • All 1 to 8 UV channels plus RGBA vertex colours, with 32-bit indices for big meshes.
  • Armatures and shape keys, with live pose and blendshape weights.
  • 4 light types, perspective and orthographic cameras with depth of field, world HDRI and fog.
  • Collection, geometry-node and particle instancing, with linked-duplicate dedup.
  • Principled materials with content-deduped textures.
  • 20+ shader nodes transpiled to real URP shaders, all 19 Mix blend modes.
  • Live colliders, LOD groups, and game-ready layer, tag and static routing.

Preview to production

The live preview is not a dead end. Bake a session into real project assets: a Unity .prefab or an Unreal BP_LoomBake Blueprint over saved meshes, materials and textures, with lightmap UVs, LOD groups and colliders generated at bake. You can also bake a frame range to an AnimationClip or UAnimSequence, record and replay a session to a .loomcache file, or drive a .blend to asset bake headless for CI.

Where to next

Compatibility

Blender4.2 or newer (developed against 5.1)
Unity2022.3 LTS or newer with URP
Unreal5.4 to 5.8 (developed against 5.6), a C++ project, Win64
TransportEditor to editor on the same machine over loopback TCP (default 127.0.0.1:8787)

License

The Loom Blender add-on is free and MIT-licensed. The Unity and Unreal consumer plugins are commercial and will be sold under the Unity Asset Store and Fab licenses.