I use max, but here is my ritual: I make sure the model I am going to export to Unity is at the 0,0,0 coordinates in max. I also make sure that I collapsed everything down to an edible poly (not sure if that applies to you).
Then in Unity I make sure that the model is attached to an invisible parent when it goes to the hierarchy view(usually this parent is also the object that has the character controller.) This prevents tons of craziness in Unity. If the model is still the wrong way keep trying to change the rotation in your modeling program.
Keep in mind that changing the model’s rotation with the rotate tool does nothing. You need to change the actual polys in relation to the model’s axis, that means selecting all the model’s vertices or faces w/e and rotating those.
I’m not sure how much of this will apply to blender, but the basics should be the same.
Alright, i’ll try that to fix the rotation. Thanks for replying! What about the model glitching up and making some of the model’s polygons stretched in abnormal locations?
I have had that happen before also. Is the model rigged? I recall hearing blender doesn’t import bones to Unity. But that was many years ago. < Disregard