How to export from blender so the coordinate system fits?

I feel somehow dumb because I can’t get to work to export a model or animation from blender correctly. I am using collada for object/animation export. The export works correctly but it’s facing the wrong direction within Unity:

When I rotate the object in blender so that it should be correct in Unity and export it it’s just rotated in Unity as well and reverts back to the default “wrong” direction as soon as the Gamemode is started.
If I do [Ctrl+A] in blender to apply the changed rotation, blender applies the rotation of the object in respect to its own coordinate system which again is “wrong”.

I know I can use a GameEmpty and attach the model to it and rotate it, but this solution stinks. How can I get the rotation done correctly in blender and then export it in a way that it perfectly fits the coordinate system of Unity?

As far as I know this is not possible without scripting your own solution, where you rotate everything including animations… I think I have read about that in the wish list.
Does the collada exporter work better than the fbx one? You may try fbx to see if the rotation stuff still fails.
Did you rotate your model after you weight painted it? Is armature also rotated correctly? You may try to do it with a simpler model first, if you truly used a weight painted one.

Thanks, I’ll try that and btw. this hint with using the .fbx exporter also helped me out with an animation issue here. Obviously the collada exporter is currently unusable.

It is very easy for you to get in trouble with the fbx exporter as well :-). But it is definitly the one that works best for Unity.

I think you may have some animation attached to the object. Under the Animation section, if there is an animation checked to play automatically try unchecking that.