Unity seems to automatically add values to the transform of one of my imported FBXs, including rotation and scale, within the asset's import settings even (greyed out so I can't edit it of course, that'd make too much sense). If Unity simply hadn't arbitrarily added these values, my object would look and perform perfectly. My question is if there's a way to turn off this seemingly random behavior. I want all imported FBXs to start at rotation 0 scale 1 regardless of whether Unity THINKS the file should be rotated or whatever. I hear it's a simple boolean that Unity determines if it thinks the object isn't Y-up or something. Please don't tell me to go into blender and rotate it there, that's ridiculous. Also using an empty to parent the object to inside Unity is also not a solution, it's just avoiding the problem. I've been exporting FBXs using a specifically designed preset that's been honed and perfected and has never had this behavior before. Many other files work perfectly and were made in the exact same way. I don't believe it's an issue with blender, and for the sake of this thread let's assume it isn't. I've tried everything inside blender already anyway.