In theory Blender being open should be enough.
I've written custom importers for Unity and it's a fairly straight forward process as long as the format you want to export to a format Unity likes from has an exporter you can call from the command line.
You just maintain some metadata on what hasn't been imported yet and use the asset import hooks to activate your conversion to a format that Unity already knows (usually FBX for 3D).
But honestly I wasn't aware that Unity doesn't already have reasonable Blender integration. I've been using Unity + Blender for years and never had too many issues.
It's been broken between Blender versions before because it does exactly what I describe (fires up instances of Blender with a python script that converts to FBX), but you can edit the script that Unity uses to convert and apply fixes which usually get shared pretty quickly.
There's also a little weirdness with the differences in coordinate space, but it just takes some mindfulness on the Blender side of things to deal with.
I don't know how much better the integration could get without going a step further and actually generating the FBX data from outside of Blender, but you can already do that with the same asset import hooks I mentioned before