The first thing you do is to select the mesh you want to export.
press N to open the right-side panel that have information about Location, Rotation, and Scale settings.
Make sure that Location, Rotation, and Scale settings are like this:
Location and Rotation x,y,z = 0
Scale x,y,z = 1
If Not, do this!
Select the mesh you want to export and press ALT+G to Reset mesh Location.
Press CTRL+A and select Rotation & Scale to Reset Rotation and Scale.
keep selecting the mesh, and move the mouse cursor to the top left then select File -> Export -> FBX.
Enable Selected Objects to export only selected mesh/es (if you leave it Disabled – All meshes will be exported as .fbx file).
Enable EXPERIMENTAL Apply Transform to fixe the rotation problem in unity.
Before exporting you have to give a location where you want to export the mesh.
in this tutorial, I use the SciFi_Container folder on the desktop.
Then press the Export FBX button.
Drag the folder where you export your model to unity. (don’t forget to add textures in the folder if you have them).
In unity select the model and in Location choose Use External Materials (Legacy),
then press the Apply button to export Materials. (Please see the picture above)
add textures to materials if you have them, then drag the model to the scene.
I think this tutorial “Export from blender to unity”
PROS and CONS of Using FBX file
- Mesh can have more than one material.
- Can export animated assets with bones and animation data.
- Textures linked to the Material.
- .FBX Meshes must be re-exported manually if changes are made to the original file (in Blender for example).
- Takes up more space than.OBJ files.