Hello, the FbxExporter package from Unity gives the possibility to export GameObjects as FBX files. According to the documentation this is also possible at runtime when implementing the exporter completely using Autodesk.Fbx (the autodesk fbx sdk). I achieved now to successfully export the models in the editor. However, when I try to build the application as a Windows Standalone x64, I always get the following error: Assets\StandardAssets\FbxExport.cs(5,7): error CS0246: The type or namespace name 'Autodesk' could not be found (are you missing a using directive or an assembly reference?) According to the following link it also should work in the build as well: https://docs.unity3d.com/Packagesemail@example.com/manual/devguide.html Can anybody help me? I already looked into some files of the Autodesk package and I found the NativeMethods.cs script where one can specify the DllImportName as following: Code (CSharp): #if UNITY_EDITOR_OSX const string DllImportName = "Packages/com.autodesk.fbx/Runtime/Plugins/x86_64/UnityFbxSdkNative.bundle/Contents/MacOS/UnityFbxSdkNative"; #elif UNITY_EDITOR_LINUX const string DllImportName = "Packages/com.autodesk.fbx/Runtime/Plugins/x86_64/UnityFbxSdkNative.so"; #elif UNITY_EDITOR_WIN const string DllImportName = "Assets/Autodesk/Plugins/x86_64/UnityFbxSdkNative.dll"; #elif COM_UNITY_FORMATS_FBX_AS_ASSET || UNITY_STANDALONE const string DllImportName = "UnityFbxSdkNative"; #else #error "FbxSdk: C# bindings for this platform haven't been implemented yet, sorry." const string DllImportName = "UnityFbxSdkNative"; #endif One can see, that also the UNITY_STANDALONE is supported. I have tried to set a correct path to the dll here, but this did not change anything. Thanks for any help!