Quick answer: In Blender's FBX export set Forward to -Z and Up to Y, apply rotation to the object, and bake the axis conversion so the model stands upright in the engine.
Import a Blender character and it often arrives face-down or tipped 90 degrees on X. That is the classic Z-up to Y-up clash: Blender treats Z as vertical, but Unity and Unreal treat Y (or, in Unreal, Z with a different forward) as up, so the exporter has to convert the axes.
How to fix it
1. Set export axes in the FBX exporter
In Blender's FBX export panel under Transform, set Forward to -Z Forward and Up to Y Up for Unity. This bakes the axis conversion into the exported mesh instead of leaving a 90-degree offset.
2. Apply transforms before export
In Object mode press Ctrl+A and apply Rotation & Scale so the object's transform is identity. A clean transform means the axis conversion is unambiguous and child objects inherit the right orientation.
3. Avoid double-correcting
Do not also rotate the root in the engine to compensate. Fix it once in the exporter so animations and child meshes stay aligned with the corrected mesh.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.