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Question by The-Little-Guy · May 04, 2015 at 09:11 PM · meshblenderfbxblender-exporting

Import Blender Mesh

When I import my blender model into Unity, the model imports correctly, but the mesh seems to be sideways.

I did a test of this by placing gizmos on all the vertices of the object like this:

 public class Creator : MonoBehaviour {

     public Vector3[] vertices;

     public Mesh mesh;

     void OnDrawGizmosSelected() {
         mesh = GetComponent<MeshFilter>().sharedMesh;
         if (vertices == null || vertices.Length == 0) {
             vertices = mesh.vertices;
         } else {
             mesh.vertices = vertices;
         }
         Vector3 lp = transform.position;
         foreach (Vector3 v in vertices) {
             Vector3 p = lp - v;

             Gizmos.color = Color.yellow;
             Gizmos.DrawCube(p, new Vector3(0.02f, 0.02f, 0.02f));
         }
         mesh.RecalculateBounds();
     }
 }

It gives me this output in the editor:

Gizmos

Is there something that I can do so that mesh isn't sideways like that?

gizmoz.jpg (256.8 kB)
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Answer by Baste · May 04, 2015 at 10:09 PM

This is a weirdness to how Unity imports stuff. The axis system in Unity and Blender are different -where Unity has x forward, Blender has z forward.

Unity has solved this by just setting the x-rotation to -90 and calling it a day. You can get by with that, but if you want a fix, people have made one.

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avatar image The-Little-Guy · May 05, 2015 at 02:27 PM 0
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This helped me fix the issue too:

 Gizmos.DrawCube(new Vector3(p.x, -p.z, p.y), new Vector3(0.02f, 0.02f, 0.02f));

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