Unity and Blender have the same tangent basis?

Hello all,

Does unity and blender have the same tangent basis?

If not, any blender users out there whom may know of a plugin for blender to accurately bake normals for unity,
please let me know. I know Xnormal has a unity plugin but I’m really trying to find one for blender.

Is anyone well informed about this? I need help D:

Yes, as of 5.3, Unity now uses Mikktspace, which should match Blender.