Integration of mikktspace tangent space generation solution into Unity. This makes Unity compatible with a popular baker such as xNormal and several other baking tools. When there is a mismatch between baker and renderer it often leads to undesirable discontinuities in the lit results and distortions. This change now syncronizes Unity with the industry standard. By default if you import from an fbx file which contains vertex tangents Unity imports these from file (same for normals). In this case tangents in the inspector is set to "Import". New content which does not contain vertex tangents will be set to "Calculate Tanget Space" which will use mikktspace. Content brought into your scene prior to beta5 will be set to legacy tangent space by default. Note that the obj file format does not contain tangent space so if you baked in xNormal using obj files and you import the equivalent fbx into Unity you would have a mismatch if the fbx contains tangents. Please give this a try! If you see any issues then try the following 2 steps: 1. Disable texture compression on the normal map. 2. Try and pre-triangulate the mesh before normal map baking and import into Unity. These steps are only needed for corner cases (and not specific to Unity). The motivation for step 2 is that interpolated vertex attributes, such as tangent space, change depending on how the polygons of the mesh are triangulated. To visualize what this means one might think of an obvious case such as vertex lighting (Gouraud shading). Just like vertex colors are interpolated attributes and these are impacted by triangulation the same is true for tangent space. Also please let us know if the user-interface behaves as you would expect. Morten S. Mikkelsen.