Disclosure: Null Game Toolkit is made by Null Labs, the tools arm of Null Station. GameReady Pro is made by studioromanrec. Every fact below comes from each add-on’s public Superhive Market listing, checked on 11 November 2026.
The short answer
Both add-ons turn Blender meshes into game-ready assets for Unreal Engine, Unity and Godot. GameReady Pro is a one-click pipeline: it validates the mesh, builds lightmap UVs, makes collision and up to three LODs, then exports FBX or glTF. Null Game Toolkit goes deeper on collision, with six collider types and shape detection that suggests one, plus LODs with custom reduction ratios and bulk export to FBX, OBJ or glTF with Unreal, Unity, Godot or custom naming.
Pick GameReady Pro if you want one button with built-in checks. Pick Null Game Toolkit if you need capsule, mesh or high-precision colliders, OBJ export, or your own naming scheme.
Side-by-side comparison
| GameReady Pro | Null Game Toolkit | |
|---|---|---|
| Blender versions | 4.2 and newer, including 5.x | 4.0 and newer, tested up to 5.2+ |
| Collision types | Box, Sphere, Convex Hull (world space) | Box, Sphere, Capsule, Convex Hull, Mesh, Accurate; shape detection suggests a type |
| LODs | Up to 3 levels, adjustable reduction | Multiple levels, custom reduction ratios, batch per collection |
| Engine naming | UE5 UCX_/UBX_/USP_, Unity _collider, Godot -col | Unreal UCX_, Unity _Col, Godot -col, custom prefix and suffix |
| Export formats | FBX, glTF/GLB | FBX, OBJ, glTF; texture embedding; apply transforms; export from world centre |
| Lightmap UVs | Yes (second UV channel) | No |
| Pre-export validation | Yes (scale, n-gons, UV range, loose geometry, missing materials) | No dedicated validation pass |
| Extras | Single-click full pipeline | Isolate and compare collision against the source mesh, auto-organised collections, selection tools |
| Platforms | Windows, macOS, Linux | Windows, macOS, Linux |
Collision: where the two differ most
Collision is the biggest gap. GameReady Pro covers the three shapes most props need, Box, Sphere and Convex Hull, and calculates them in world space so they still fit on scaled or rotated objects.
Null Game Toolkit adds three more. Capsule suits characters and cylindrical props. Mesh gives a simplified mesh-based collider for odd shapes a hull would bloat. Accurate is for high-precision collision where the player touches the surface closely. Its shape detection looks at the object and suggests a collider type, and you can isolate the collider and compare it against the source mesh before export.
LODs and engine naming
GameReady Pro builds up to three LOD levels with an adjustable reduction amount and gathers them into a collection. Null Game Toolkit lets you set more levels with your own reduction ratio per level and run it in batch across a collection, which helps on asset packs with dozens of meshes.
Both name colliders the way each engine expects. For Unreal Engine that means a UCX_ prefix on convex collision. Unity and Godot read suffixes (_collider or _Col for Unity, -col for Godot). Null Game Toolkit also accepts a custom prefix and suffix if your studio or marketplace uses its own convention.
Export and pipeline
GameReady Pro is built around one run: validate, unwrap lightmaps, make collision and LODs, export. You can export per file, per LOD set or combined, in FBX or glTF/GLB.
Null Game Toolkit is a set of targeted tools you call when you need them. Its bulk export writes FBX, OBJ or glTF for many assets at once, can embed textures, apply transforms and export from world centre. If part of your pipeline still needs OBJ, it is the only one of the two that writes it.
What GameReady Pro does that Null Game Toolkit doesn’t
To be plain about it: GameReady Pro generates a lightmap UV channel and runs a pre-export validation pass that flags bad scale, n-gons, UVs outside range, loose geometry and missing materials. Null Game Toolkit does neither. If baked lighting and automated checks matter most to you, GameReady Pro covers more of that.
Which should you choose?
- Choose GameReady Pro if you want one click from mesh to engine, with lightmap UVs and validation built in, and Box, Sphere or Convex Hull colliders are enough.
- Choose Null Game Toolkit if you need capsule, mesh or high-precision colliders, more LOD control, OBJ export, custom naming, or you still work in Blender 4.0 or 4.1.
Many teams prepping large asset packs for clients use both kinds of tool. For a deeper look at polycounts, LODs and texture budgets, read our guide to game model optimization. If you’d rather hand the whole asset job to a team, see our game art outsourcing service.
FAQs
How do I make UCX collision in Blender for Unreal Engine?
Model a convex shape around your mesh and name it UCX_ followed by the exact mesh name, for example UCX_SM_Crate_01 for SM_Crate_01, then export both in one FBX. Both add-ons can generate the collider and apply the UCX_ prefix for you.
What collision naming does Unity expect from Blender?
Unity has no fixed import rule like Unreal’s, so teams use a suffix such as _collider or _Col and set up colliders on import. GameReady Pro uses _collider. Null Game Toolkit uses _Col by default and lets you set your own suffix.
Can Blender generate LODs automatically?
Blender can reduce polygons with its Decimate modifier, but it doesn’t build named LOD sets on its own. Add-ons such as GameReady Pro and Null Game Toolkit create the LOD copies, apply the reduction and name them for export.
Does Null Game Toolkit support Blender 5?
Yes. Null Game Toolkit works from Blender 4.0 and is supported up to Blender 5.2 and newer.
Which add-on exports OBJ as well as FBX and glTF?
Null Game Toolkit. GameReady Pro exports FBX and glTF/GLB only.