

If you follow the above steps for simple objects and rigged characters, you should end up with correctly rotated and scaled objects when they are imported into Unity with a lot less headache. This video highlights the problem and demonstrates the methods to solve the issue: That's It. Watch this video (at 2:24) to see the export process for a rigged character with an armature.

Rotate the armature to -90 degrees on the X axis.Select the armature (the mesh should already be a child of the armature).If you want to accelerate this process, especially if you are making many objects, have a look at this post where I have made a Unity Batch FBX Export addon for Blender! For rigged characters with armature and bones Go to step 1 and repeat process until all objects are exported.Move the the object to position 0,0,0 in your scene if it isn't there already.Watch this video (at 1:01)to see it in action For multiple simple objects Tick !EXPERIMENTAL! Apply Transform checkbox.

(Simple object = no hierarchy and no armature (bones) or animations) For now, however, I strongly recommend sticking to 2.79.įirst of all, if you are impatient like me, here's a quick summary of the easiest way to get rotation and scaling right: For a simple object

Once a stable and reasonably bug-free version of 2.8 is available, I will publish an update. But wait - why not Blender 2.8? Even though Blender 2.8 has been in development for a long time, much of it is a complete re-write and the current beta is not yet stable enough to work with for a decent workflow. Have you ever been frustrated when exporting FBX files from Blender and importing them into Unity? Problems with rotation and scaling along the way? In this post I will provide you with some tips and tricks to get the Blender to Unity process working smoother.
