Applying Object Transform

I’m having some difficulty with the blender to unity exporting. I was wondering if it’s possible to apply the transform of an object within unity by making its current axis of rotation at 0,0,0 without making the object actually rotate. Put shortly, is there a way to keep the actual rotation of the object and reassign its local axis to match the world axis?

Many models get 90 degrees rotated around some axis when imported to Unity. The most usual solution is to child the model to an empty object, reset its position and adjust the rotation to what you consider the correct orientation. Once adjusted, use the empty object instead of the model.

Another possible alternative could be write a special script to edit the mesh and rotate the vertices and normals - but this isn’t a trivial job, for sure!