System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Blender Version
Broken: version: 3.3.0, branch: master, commit date: 2022-09-06 15:39, hash: rB0759f671ce1f
Worked: As far as I know, never.
Short description of error
Meshes can have custom tangent data just as meshes can have custom normal data. With the in-built FBX I/O, I cannot bring meshes in and out of Blender without being able to keep data intact. Attached are images of what the custom tangents should look like in Unity. I know that Unity is Y-up and Blender is Z-up which could potentially cause these differences, but please read a bit further for my explanation.
Normals in Unity:
Custom tangents in Unity:
Normals in Blender:
Custom tangents in Blender:
The logic is this - if in Unity, the custom tangents (in this specific scenario) resemble the normals of the mesh, why does it look so vastly different from the normals in Blender? IF I were to take a guess, it might be Blender performing unnecessary calculations with the imported custom tangents. I hope I've gotten my point across.
Exact steps for others to reproduce the error
- The problem can be seen when importing the mesh I will provide. Use the shader editor and the Geometry node outputting the Tangent to see the supposed custom tangents.



