When I import my blender model into Unity, the model imports correctly, but the mesh seems to be sideways.
I did a test of this by placing gizmos on all the vertices of the object like this:
public class Creator : MonoBehaviour {
public Vector3[] vertices;
public Mesh mesh;
void OnDrawGizmosSelected() {
mesh = GetComponent<MeshFilter>().sharedMesh;
if (vertices == null || vertices.Length == 0) {
vertices = mesh.vertices;
} else {
mesh.vertices = vertices;
}
Vector3 lp = transform.position;
foreach (Vector3 v in vertices) {
Vector3 p = lp - v;
Gizmos.color = Color.yellow;
Gizmos.DrawCube(p, new Vector3(0.02f, 0.02f, 0.02f));
}
mesh.RecalculateBounds();
}
}
It gives me this output in the editor:
Is there something that I can do so that mesh isn’t sideways like that?