Blender / Unity

A Blender-to-Unity FBX transform fix.

I was importing models into Unity with incorrect rotation and scale. These were the settings that made my FBX workflow predictable again.

The problem

Every imported model needed manual transform corrections in Unity. That made asset setup slow and left room for inconsistencies between models.

My working export setup in Blender

My Unity import setting

In the model import settings, I enabled Bake Axis Conversion. With the export steps above, the models came into Unity without the manual rotation and scale adjustments I had been making.

FBX pipelines can differ with the Blender version, Unity version, rigging, and project conventions. Treat this as a working starting point, then test it with one representative model before applying it to every asset.

Why I keep this workflow

It keeps transforms predictable, reduces repetitive fixes, and makes the asset pipeline easier to understand for the next person opening the project.