![]() ![]() You come to the conclusion that the second option does not fit your workflow and you turn to option three. This can happen if, for example, different artists contribute to your asset pool, or simply by accident. 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. 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 to move the object but your model, instead of strutting forward, suddenly moonwalks backwards. 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.Positioned the model correctly in the scene view, slapped it inside an empty GameObject, created a prefab out of it, and called it a day.So what did you most likely do in those situations? You either: ![]()
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