Import Blender Mesh

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?

This is a weirdness to how Unity imports stuff. The axis system in Unity and Blender are different -where Unity has x forward, Blender has z forward.

Unity has solved this by just setting the x-rotation to -90 and calling it a day. You can get by with that, but if you want a fix, people have made one.