Orientations must be reset

Hi, I’m trying to resolve what Asset Store Team asked me

“The .prefabs, .fbx, and .obj files in your package must have the correct orientation. The proper orientation is: Z - Vector is forward, Y - Vector is up, X - Vector is Right.”

Before moving forward I would like to understand if I am doing what they asked correctly because I have doubts about the orientation of the object. I attach an image file, I changed the rotation of the mesh and the prefab also automatically changed, but left the colliders in their original position.

Is the position correct now?

Blue axis is Z, and positive Z is “forward”. Since the stairs are facing forward it seems to be alright.

Although I find this a bit nitpicking by the store team because who is to say what is “forward” with that piece of architecture?

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Perhaps they’re complaining that the BoxCollider primitives don’t match the geometry? That at least seems like something funny is going on.

OP: back in the day, FBX files used to import with (-90,0,0) rotations, and flipping some axes to get from right-hand coordinate to left-hand coordinate system. There is a new experimental option for baking and/or remapping axes but I don’t have a version of Unity installed that does that and I haven’t messed with it, but the docs are here:

Look for “Bake Axis Conversion.”

NOTE: if you check this option you likely will need to remake your BoxCollider primitives.

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I was wrong again. They say the orientation is incorrect.
Maybe I have to do it backwards. The right part of the mesh must go on the -x and not on the +x.
There are also other problems that I haven’t solved. Attached image.