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
- Apply transforms with Ctrl + A, then apply rotation and scale.
- Set Apply Scalings to FBX All.
- Set the forward axis to Y Forward.
- Set the up axis to Z Up.
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.