I made a plane in blender to import into Unity. The gizmo on the plane is as follows: the Z-axis points to the nose of the plane, the Y-axis points over the left wing and the X-axis points up. I feel this is counter intuitive to use in the scene since the global Y-axis points up. Is there a way to rotate the gizmo on the plane? I tried rotating the plane differently in Blender and then exporting it but that doesn’t seem to help.
The Pivot is something like the Global World of the model.
If you only rotate your Model (like you said), this will chance nothing, because in Unity, the model will - (Rotation 0,0,0) have the same ‘issue’.
If you rotate the pivot like I said, you affect it’s space/world.
I can think of an abstract example:
If you take a map of the world with a compass painted on it and you rotate the whole map, …this doesn’t really changes the directions (north, south etc)
Editing only the pivot before exporting could be similar to ‘picking’ and changing only the compass of the map.