Integrations

Your tools, Hydrilla inside

Native plugins for DCCs and game engines, a local Bridge for Studio → app send, plus MCP and REST for custom pipelines.

How it works

  1. Install a plugin for your app (Blender, Maya, Unity, and more), then start the built-in Bridge so Studio can reach it.
  2. Sign in with the same Hydrilla account you use in Studio, Sync inside the plugin, and leave the Connect tab open while you generate — or paste a hyd_live_ API key instead.
  3. Generate or send from the plugin panel, or click Send to DCC in Studio to drop a mesh into the open scene.

3D Modeling

Generate and import meshes inside your DCC.

Game Engines

Drop production meshes into real-time engines.

AI Agents

Drive Hydrilla from MCP-compatible agents.

Build your own

REST API for custom studio and pipeline tooling.

FAQ

Do I need a separate login for plugins?
No. Use Sign in for plugins with your Studio account, then Sync in the add-on. Keep that Connect browser tab open while you generate so your session stays fresh. An API key works as an alternative if you prefer keys over browser sign-in.
What is the Bridge?
A small local server started from inside the plugin. It lets Studio send a mesh straight into your open DCC or engine, and it carries the signed-in session from the Connect page back to the plugin.
What format do plugins import?
GLB. Apps that already support glTF/GLB import into the scene; others save the file so you can convert with your usual tools.
How many integrations are available?
8 connectors ship today. Omniverse and other roadmap items are marked Coming soon on this page.