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Works great on Windows, and the new update for choosing where the vertices go is really cool. Here's hoping the "(yet)" means that it'll eventually be possible to import rigged models with animations and have those survive the process, though it's not too much trouble to run models through this first and then do all that stuff afterward.

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Said and done! 0.3.0 is out: rigged models now keep their skeleton, skin weights and animations through the conversion, and the exported FBX goes straight into Unity as a Humanoid. 

Works great! The FBX export, at least. Exporting it as a GLB or GLTF contorts the model, but that could be user error or the software I use to add bones to things, and I can change an FBX into a GLB easily enough anyway.

Do you know why this model has a weird seam when imported? I think it has something to do with the way PSXify is packing the textures, because when I add actual textures to the model and then import it, the wrong textures show up around that seam area in the middle of the slope. No combination of settings in PSXify changes it, and I'm racking my brain trying to figure out why it's doing this and how to avoid it. It's pretty rare (maybe some consequence of importing models that are already low-poly?) and only something I've seen on this one model, but I'd like to be able to use the dithering and palette quantization features on low-poly models, too, if at all possible.

Glad the FBX export is working well! And no worries about GLB/GLTF, I'll take a look at that too, but converting from FBX is a fine workaround for now.

Thanks for the detailed report and the screenshot, that seam looks really odd. My guess is that on very low-poly models the UVs get modified during the process and end up sampling other parts of the texture, but I can't be sure without reproducing it.

Would you mind sharing the model (a Google Drive or similar link is fine)? That way I can debug it on my side and see if I can replicate the error. I'd really like dithering and palette quantization to work properly on low-poly models too.

Yeah, sure thing: https://drive.google.com/file/d/1-bPipzv9ZanfPDiEZjZEvtGsQNI6ikpA/view?usp=shari...

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its fixed in the 0.4 version, it was a problem with low poly unwrapping making textures bleed onto other uv parts. 
thanks for the feedback , it helped a lot ! 

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Oooh, it works perfectly, and the new features seem amazing. Thanks for the quick fix!