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Question Zaxis inveretd in Unity

Discussion in 'Editor & General Support' started by masterahuck, Jun 5, 2023.

  1. masterahuck

    masterahuck

    Joined:
    Sep 10, 2015
    Posts:
    94
    Hello
    I noticed that in newer versions of Unity the +Z axis has been reversed and does not match the same direction of the +Z axis in Maya. As result all my meshes in Unity have their Zaxis reversed compared to maya and the Xaxis too.

    I set all my pivots in Maya so that +X would point forward but as a result of the change in Unity, now the +X axis in Unity is pointing backwards compared to Maya.

    I am aware of the "Bake Axis Conversion" in the import settings but when I turn it ON, it changes the layout of my scene as I did some basic layout in Maya for my assets.

    Is there a way to fix this issue without having to reset all my pivots in Maya or without turning ON the "Bake Axis Conversion" in the import settings?

    a1.jpg
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Unity is left-hand ruled. Maya and Blender are right-hand ruled.

    You can fiddle with that bake thing but I never do it that way.

    I simply make a prefab and put the model as a child to the prefab, such that the root GameObject of the prefab is correct.

    This also lets you make orientation mistakes in Maya/Blender (or with asset store purchases) and handle them all via the same consistent mechanism, rather than a ton of random rotation warts all over your project.
     
  3. masterahuck

    masterahuck

    Joined:
    Sep 10, 2015
    Posts:
    94
    Ok and how about just rotating the nesh 180 degrees in Unity so it matches the Maya layout and just use it?
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Be sure to let us know how that goes!
     
  5. masterahuck

    masterahuck

    Joined:
    Sep 10, 2015
    Posts:
    94
    So far that does the trick :)