

Frustrated with the prospect of having to deal with such problems in the future, you come to the conclusion that the second option does not fit your workflow and you turn to option three. This can happen if, for example, different artists who use different export settings contribute to your asset pool, or simply by accident.
Blender fbx unity how to#
Your GameObject factory will not be able to tell dynamically how to orient the object correctly, since every object may be exported from Blender with different transform values. But this is bug-prone and hard to consistently achieve good results with. You could automate this by spawning the model inside an empty GameObject and adjusting its transform accordingly in code.
Blender fbx unity manual#
However, it requires manual object placement into the correct orientation first and wrapping it inside another GameObject. The second option, indeed, fixes the problem seen with the first method, and is a viable solution. You can fix this using the second option.

You use Transform.forward vector to move the object in the direction it is facing but your model, instead of strutting forward, suddenly moonwalks backwards, or sideways. But the joy appears to be short-lived when you try to manipulate the object’s Transform in code. You have your model and you’re enjoying the fruits of your hard labor. The first option works great at first since you don’t have to do anything extra.
