
More info See in Glossary window, click on the file in the Project In Unity, you use a project to design and develop a game. To view the import settings in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info See in Glossary in the Assets folder under your Unity Project, Unity automatically imports and stores them as Unity Assets. When you put Model files A file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures.

For more information, see SketchUp Settings, and SpeedTree Import Settings.

However, Models created in SketchUp and SpeedTree use specialized settings. (an invalid combination would be something paradoxal like : Z Up, Z Forward).Note: These settings are for importing Models and animations created in most 3D modeling applications. However, that's not universal, so the fbx exporter allow every valid Up/Forward combination. It's quite conventional that the vertical axis points up (not down), and the X axis points right (not left). Of course it opposes to right-handed coordinates where the "Y-finger" would point forward. Sometime this kind of orientation is called "left-handed coordinates" : In Blender if you turn the view so the Z axis points up, and the X Axis points right, then the Y axis points backward in other terms, the -Y axis points forward. Once you know which axis means vertical, you need to determine how the two other axis are oriented. In many other software like Unity, the vertical axis is called Y (so X and Z define the floor plane). In Blender, the vertical axis is called Z (so X and Y define the floor plane). That doesn't change anything while your working into a soft, but can be problematic when you export models and animations. Each software handle axis names/orientation differently.
