Unity ↔ Unreal Converter
Convert positions, rotations and scale between Unity (meters, Y-up) and Unreal (centimeters, Z-up).
- ✓ Free, no sign-up
- ✓ Works for Unreal Engine & Unity
- ✓ Runs in your browser
Unreal transform
Batch convert positions
Paste one x, y, z per line (commas, spaces or tabs). Uses the direction and scale above.
How to use the converter
- Choose the direction: Unity → Unreal or Unreal → Unity.
- Enter position, rotation and scale exactly as they appear in the source engine.
- Read the converted transform, or copy the generated code.
- For many points (spawn locations, waypoints), paste them into the batch box: one
x, y, zper line.
Coordinate systems at a glance
| Unity | Unreal Engine | |
|---|---|---|
| Handedness | Left-handed | Left-handed |
| Up axis | +Y | +Z |
| Forward axis | +Z | +X |
| Right axis | +X | +Y |
| Unit | 1 meter | 1 centimeter |
| Rotation order | Z, X, Y (roll, pitch, yaw applied in local space) | Roll, Pitch, Yaw (same order) |
The formulas
- Position: Unreal (X, Y, Z) = (Unity z, Unity x, Unity y) × 100
- Rotation: Pitch = −Unity x, Yaw = Unity y, Roll = −Unity z
- Scale: Unreal (X, Y, Z) = (Unity z, Unity x, Unity y)
We verified the rotation formula numerically: converting the forward, right and up vectors of thousands of random rotations gives identical results in both engines.
Watch out for
- The Details panel order: Unreal shows rotation as X = Roll, Y = Pitch, Z = Yaw, but
FRotatortakes (Pitch, Yaw, Roll). - Custom unit scales: if your Unity project treats 1 unit as something other than 1 meter, change the scale box at the top.
- Meshes: moving models with FBX? The importers already convert axes; you only need these formulas for numbers like positions and rotations.
Full explanation with examples: Unity vs Unreal Coordinate Systems.
FAQ
How do Unity and Unreal coordinates differ?
Both are left-handed, but Unity is Y-up with Z forward and uses meters, while Unreal is Z-up with X forward and uses centimeters. So Unreal X = Unity Z × 100, Unreal Y = Unity X × 100 and Unreal Z = Unity Y × 100.
How do I convert rotations?
Unity Euler angles (x, y, z) become Unreal Pitch = −x, Yaw = y, Roll = −z. Both engines apply yaw, then pitch, then roll, so the conversion is exact.
Why does Unreal show rotation as X, Y, Z?
In the Details panel Unreal labels rotation as X = Roll, Y = Pitch and Z = Yaw. In C++ the FRotator constructor takes (Pitch, Yaw, Roll). This tool shows both.
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