I'm working on a custom blender to unity exporter/importer(school project), and I have a bigger problem: The Rotation.
I can get the Euler rotations and/or quaternions from blender, but when I want them to apply in one of Unity's objects, it just totally messes up the rotation.
I've already tried to swap Y and Z coordinates, but it doesn't seems to work either.
I tried but applying a rotation matrix isn't possible in unity... but if somehow we can figure it out, maybe that would be the solution?
I need to find a universal solution as soon as possible. Thanks.
... for a further description, please read the comments bellow.