![]() ![]() Now here’s the key: you want to drag the root (parent) asset that Unity has created ( arrow, in my case), and not individual meshes (i.e. Once your model is complete, simply import it into Unity as you would any other asset (copy to the Assets folder on the file system, or drag & drop directly into the project) and add it to your scene. Most of the time, you won’t want this, as you’ll take care of cameras and lights directly in Unity. Unity recognizes these and will end up adding camera and light components accordingly. The other thing I’ve done is delete the default camera and light that Blender creates. ![]() Unity’s Blender importer handles this, so your model will end up being rotated upon import.Blender’s UI really wants to treat Z as up, and you’ll find subtle hints (the default starting orientation being the most obvious).If you don’t know this when you first start, you might try to match Unity’s coordinate system, treating the Y axis is as up, but if you do you’re going to have a bad time: This is common with the coordinate systems used by most common 3D CAD packages. If you’re an existing Unity user who’s new to Blender you may notice something really odd about this: the entire thing is rotated! This is because:īlender uses the right hand coordinate system with the Z axis pointing upwards.
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