This can happen if, for example, different artists who use different export settings contribute to your asset pool, or simply by accident.
#Blender 3d models tutorials how to
Your GameObject factory will not be able to tell dynamically how to orient the object correctly, since every object may be exported from Blender with different transform values. But this is bug-prone and hard to consistently achieve good results with. You could automate this by spawning the model inside an empty GameObject and adjusting its transform accordingly in code. However, it requires manual object placement into the correct orientation first and wrapping it inside another GameObject.
The second option, indeed, fixes the problem seen with the first method, and is a viable solution. You can fix this using the second option. You use Transform.forward vector to move the object in the direction it is facing but your model, instead of strutting forward, suddenly moonwalks backwards, or sideways. But the joy appears to be short-lived when you try to manipulate the object’s Transform in code. You have your model and you’re enjoying the fruits of your hard labor. The first option works great at first since you don’t have to do anything extra. Turned to Google to look for the “correct way” to export models to Unity.
Objects are either way too big, or way too small, with the Transform Scale values being not uniform (1, 1, 1).Object Transforms have weird rotation values such as -90 on the X axis, 180 or -180 on the Y or Z axis.Chances are that the following will feel familiar to you: If you’ve ever had the pleasure of working in Blender-to-Unity pipeline, you will most likely have had weird behaviors in Unity after importing a model from Blender.