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Basically some software uses the convention that the "Y" axis is UP (Unity, Gravity Sketch etc) whereas other software use the "Z" axis as UP (Blender etc). CAD tools tend to favour Z axis up (right handed) but because we are heavily tied to unity, we use Y UP (Left Handed)
With blender being the opposite convention from Unity and GS, there will be a rotation at both import and export.
When you import, It should be just a simple 90 degree rotation of the entire model about the X axis, blender has various snapping features that should make this straightforward. We plan to add this as a feature to the exporter soon.
When you export from blender, the "Export OBJ" dialogue has options to enable a different type of co-ordinate system to better suit unity
I just gave your suggestion a try and it worked like a charm! Thank you! So, just to clarify, I think your export works fine functionally, but it was just me not understanding importing into unity proper.
Thank you so much!
I also checked a direct import from gravity sketch to Unity (which I hadn't done) and there were no rotations, so that was a nice sanity check for me. I like to have the directions in the corect orientation I'm expecting, since it helps for physics later. Thank you!