FAQ
Questions worth answering before you buy.
Do I need Unreal, Unity or Godot installed?
Yes, the ones you deliver to, plus Blender. But you never open them during a test: FixMyMesh starts each engine in the background, the engine itself performs the import, and the results come back to one report. Nothing is simulated.
Are my files sent online?
No. Asset processing is local: your models, textures and project files stay on your machine. Activating a license or starting the free trial needs an internet connection, and sends only a hashed identifier of your computer and license information, never your assets.
Is my original .blend modified?
No. Fixes are always written to a copy next to it (asset.repaired.blend). Settings that live on the engine side, such as an import option, are never changed for you: the report names them so you can change them yourself.
What can it actually fix?
Problems with a known cause and a known fix. Safe fixes, such as an unapplied rotation or unpacked textures, are applied to the copy automatically. Fixes that change your intent, such as applying scale, only if you tick them. Engine import settings are named, never changed. Some problems, such as a missing lightmap UV channel, have no automatic fix, and the report says so. A fix that makes things worse is undone. Then retest the copy in one click.
Does it find my engines by itself?
No. It never searches your computer on its own. In Settings, give the folder of each engine version you use, or click Search this machine: it then looks in the usual places (Epic Games Launcher, Unity Hub, PATH, Program Files) and fills the rows for you to check and save.
What counts as one test in the free trial?
One test is one asset you launch, no matter how many target engines you check against it, from export to comparison, including the report. A test counts only when an engine actually runs: cancelling before anything launches costs nothing. A folder counts one test per file. Testing a repaired copy again is a new test, so the 3 free tests are enough to go through the full loop once and still try a second asset.
Which versions are supported?
Blender 5.2 LTS and 4.5 LTS; Unreal Engine 5.8, 5.7 and 5.6; Unity 6.3 LTS and 6.0 LTS; Godot 4.7 and 4.6. Other Blender versions still run, on a best effort basis, and the start screen says plainly that the results are untested; versions older than 3.5 are refused. Another version of a target engine cannot be tested yet: the application tells you which version it found and which ones to install instead.
Can I test a whole asset pack at once?
Yes. Drop a folder instead of a file: every .blend in it becomes a row of one results table, which you can sort and filter. Each engine is started once for the whole folder rather than once per asset, and one asset that fails does not stop the others.
Is there a command line?
Yes. The fixmymesh command runs the same tests as the application, with JSON output and exit codes for scripts and continuous integration. It follows the same license rule as the application.
Which languages does the application speak?
English and French, for now. Log files and support packages stay in English.
Is this a subscription?
No. One payment, a perpetual license and 12 months of updates. After that your version keeps working; renewal only buys versions released later.
On how many machines can I install it?
Individual covers one user on up to 2 machines. Studio covers 5 seats, on up to 10 machines. You can release a machine at any time from the application (Settings, License), online, and use the seat somewhere else.
What if my computer is offline?
The key is activated once, over the internet. After that the application keeps a signed offline certificate, valid 30 days and refreshed silently whenever you are online, so day to day work does not require a constant connection. After 30 days without any connection, one is needed again.
Can I use it for commercial work?
Yes, including client deliveries and assets sold on marketplaces.
Something not answered here? Write to contact@clearcuteditions.fr.