Welcome!
I use Blender3D for all my 3D geometry in Unity, except where I write code that generates the geometry I want, and usually it’s a mix with my procgen and Blender-created models.
May I offer you some of my Blender3D and Unity notes, my little “crib sheets” if you will?
Costs of using Blender files directly vs exporting to FBX:
https://discussions.unity.com/t/896533/2
Unity imports Blender3D objects as FBX via a little Python script:
https://discussions.unity.com/t/832303/2
The Python script that Unity uses (substitute your Unity version number or search) to import:
./Hub/Editor/2020.2.1f1/Unity.app/Contents/Tools/Unity-BlenderToFBX.py
More on fixing it:
https://discussions.unity.com/t/839045/4
Blender3D objects used as trees / detail in Unity3D terrain (See the second half of this response)
https://discussions.unity.com/t/841411/2
https://discussions.unity.com/t/852754/3
Probuilder and Probuilderize and Blender:
https://discussions.unity.com/t/659379/9
Some more potentially-useful info:
https://discussions.unity.com/t/877881/2
Updating Blender files without breaking your prefabs:
https://discussions.unity.com/t/915403/3
When I work in Blender3D for Unity3D use, I follow these organizational rules:
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use Empty Blender Objects as folders: they come out as an extra GameObject
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ALWAYS parent everything to a single Empty, even a single object
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put as few objects in a given .blend file as possible, combining them in Unity into a prefab
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REMOVE unnecessary items (Light, Camera, etc.)
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use good names for your Blender3D objects and NEVER RENAME them after Unity sees them
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don’t even think about final Materials or Textures in Blender. Set the mesh to use N different materials, but always set up the materials within Unity and disregard what gets imported.