Hi, I using blender and untiy for a couple of years now and since the first days I'm confronted with the unsadisfied workflow to fix the axis-problem. Blender using a z-up coordinate system and unity a y-up. So every imported thing as to be rotated by the x-axis for -90°. Unity rotate .Blend models automatically so for the first it seems to be fine. But if you turn the model now around an other axis by eulers the rotation is wrong. Now I have a few work arounds or ideas but they all have problems or they are not possible, her comes the list: Setting Blender to a y-up coord system The nicest solution i think. Problem: I can't find a way to do this. Creating models in Blender allready rotated Problem: Unity rotates it again, so I have to fix it manualy for each object. It is a brainfuck to create everything rotated. If I rotate the model in Blenders editmode after all it will be a brainfuck if I change something. Creating a parent transform around the rotated blender model The euler rotation problem can be solved if I put it in an other transform and aply every rotation on that. Problem: Extra work, risk of mistakes. Creating a custom importer This is my new idea to improve the workflow. If you click on a .blend file in your project assets you see the editor in your importer. Unity is not using blender files, it is translating them to something else. So if there is way a to change this importer I could turn the mesh around the x-axis and not the transform. Has some one of you an idea how I can change the importer in unity? Who are you handle this problem?