![blender cursor to center blender cursor to center](http://3.bp.blogspot.com/-8CxVSqxJ4Ms/UwCLEzs06RI/AAAAAAAAAMA/bcHr87lHvQY/s1600/3D-Cursor-Placing.jpg)
Regarding the horizontal plane coordinates, if you want the X direction to match that of Blender, you have to apply a rotation of 180 degrees in Y in Unity, like like we did for blend files. If you drag the mesh into the scene and check the Inspector panel, you will notice that the scale is set to 1, that means we are on the right track. The model will show just fine, but the Inspector panel will show a File Scale of 0. If you want the X coordinate to match, in Unity you have to apply a rotation of 180 degrees on Y. Once the model is blender 3d cursor to origin Unity you can move and rotate at glance. Whatever value of X was positive in Blender, will be negative in Unity. The X axis will be reversed from what you had in Blender. If you click on the imported mesh, notice that the Inspector panel shows a scale factor of 1 and a file scale of 1. Importing a blend file into Unity Simply drag and drop the. At first that sounds like both paths should be 100% equivalent. Backface culling is when you explicitly tell your program that only one side of a face should be rendered. In those cases you should use a cube mesh shape for instance, or duplicate the face you can extrude the face and move it slightly to the other sideyou should never have a single face that will be looked at from both sides. Like a wall that separates two rooms for instance. What if I need to show both sides of a plane. To do that, go to Edit Mode, select all faces, go to Mesh - Normals - Recalculate Outside. In your model, all normals should always point outwards. This vector is called a normal and it points to only one side of the face. In a mesh, each face has a single vector which is perpendicular to the face.
![blender cursor to center blender cursor to center](https://i.stack.imgur.com/NUrQx.gif)
If you are experiencing this issue try the following: What is a normal. This is caused by the normals of those faces pointing inwards. Sometimes when importing a model into Unity, it appears as some faces are invisible.
![blender cursor to center blender cursor to center](https://i.stack.imgur.com/7QhE5.jpg)
To change the origin in Blender, left click on the position you want to place the 3D cursor there, then click on Set Origin - Origin to 3D Cursor in the Tools panel. If they already come with weird numbers in there this will be confusing. In Unity you want to be able to apply transforms to your models. Press Control + A, Apply - Rotation and Scale. On the Transforms panel, the values for Rotation should show 0 and for Scale 1 on all the axes. We are not using Blender to create a rendered scene, we just care about the model, so unless you are indeed doing other things with your Blender file, you can remove these elements.
![blender cursor to center blender cursor to center](https://devtalk.blender.org/uploads/default/original/2X/b/bc611948bec2ae56253eb3607f3d752a0a12fff3.png)
Coordinate differences The first thing to keep in mind is that there are two main differences between the coordinate system of Unity and Blender. This guide was created to take all pain from the process of importing simple Blender models into Unity, so that at least you know what works for sure and why that is. But as people quickly realize when they go through the process, the devil is in the details.