

This rotates an object lying on its back, upright. Step 1: in Blender select the object prior to export and in Object Properties rotate the X axis negative 90 degrees in Transform properties.

Unity will use the orientation of objects at time of export from Blender so they may appear correct in some views and editors but not in others. It’s important to address this problem so object coordinates are consistent and universal, especially in relation to the more advanced aspects of development. Important: confusingly Unity also uses the location, rotation and scale of objects at time of export so they may appear correctly when dropped into the 3D View but not in the Asset Browser preview and/or Transform in the Inspector. X: -90°.ĭesign note: changes made to rotation are irrespective of an objects orientation in the 3D Viewport an object lying on its back or standing upright should be similarly rotated ‘backwards’. To fix Blender exported meshes being incorrected rotated in Unity, once an Object is ready for export to *.fbx, in Object Mode select and then in Object Properties or Transform properties of the Sidebar ( N), change the Rotation value of X to -90 degrees (negative 90°), e.g.

The information outlined below is a fail-safe option that sets the orientation at source forcing Blender and Unity to honour rotational data baked to the FBX file. To fix this meshes need to be rotated prior to export in Blender.ĭesign note: the orientation of a selection can be changed at export in Transform settings but not reliably. However, because both Unity’s development environment and Blender 3D use different cardinal orientations – Z Up for Blender, Y Up for Unity – exported content is often incorrectly rotated around the wrong axis meshes that lay flat in Blender will appear standing upright for example. Although Unity can import and work with *.blend files directly ( Blenders native file format) it’s often more useful to use *.fbx (FBX), largely because they don’t include extraneous scene data that has to be dealt with.
