Proper way From Blender to Unity

For a single mesh, I rotate -90 in X, apply transform, then rotate 90 to export as FBX scale, it is easy.

But when it comes to multiple meshes, I have to repeat the process above, one by one, or it will carry transform data, which is really tedious.

Moreover, for the skin-mesh, the bone hierachy exported from blender always carry some extra data. Say, the transform data from parents will add to child bone, or child Empty,

Is there a SOP to solve this ? Many many thx !!!

Hi,
Sorry in advance if it doesn’t entirely (or at all) solve your problem, but I’m using this:

Which at least saves me having to do the rotations manually or any of the other weird stuff.

I saw your post while I was here about to ask for Blender to Unity help on a different issue. Good luck!

This guide is quite handy and by following it I got all exports fine: How to Export Models from Blender to Unity | Polynook