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Render texture is rotated 90 levels when utilized to an object imported from Blender


I am new to Unity and I am attempting to create some kind of CRT pc monitor/terminal with textual content. To attract the textual content, I arrange a Textual content Mesh Professional with its personal digicam, which renders a render texture.

I then designed a easy pc monitor mannequin in Blender divided into two objects: one for the glass a part of the display screen and one for the “relaxation” of the monitor’s outer casing. I saved a duplicate of the .mix file within the Belongings folder and imported it into Unity.

My blender mannequin: (two separate objects, with the separate “display screen” piece off the display screen)
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When I attempt to apply Render Texture to the display screen object, the feel is rotated 90 levels counterclockwise and is zoomed in an excessive amount of:
enter image description here

I can not seem to rotate the feel in order that it’s within the right place to learn the textual content, and solely a part of the textual content is seen. I attempted rotating the article 90 levels. clockwise in Blender and “making use of” the rework in order that unity thinks the article is oriented appropriately. This nonetheless triggered the feel to rotate.

I additionally tried exporting as an .obj file, with “Up” set to “Y-Up”, but it surely did not work. I then tried to use Render Texture to a fabric, which I then utilized to the display screen object and it did not work both. If I apply the feel to an ordinary dice in Unity, it really works nice and rotates and scales appropriately to suit the dice.

How can I appropriately orient the Blender object in order that the Render Texture is utilized within the right orientation and scale in order that your entire Render Texture suits and doesn’t stretch?

I’m utilizing Unity 2019.3 and Blender 2.82.

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