When exporting, my model had a +90 degree rotation on the X-axis, but in Unity, it was zeroed. After messing around, I found that the "Fake User" option was causing the problem. After disabling it, the rotation was fixed.
I don't know if this is intended or not, but just wanted to point it out. I also tried to reproduce it in a new file and it still happened.
When exporting, my model had a +90 degree rotation on the X-axis, but in Unity, it was zeroed. After messing around, I found that the "Fake User" option was causing the problem. After disabling it, the rotation was fixed.
I don't know if this is intended or not, but just wanted to point it out. I also tried to reproduce it in a new file and it still happened.
I'm using Blender 3.3.1