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I have an icosphere in blender where I split up each face into a separate object, so that they become separate game objects when imported in Unity. However, when I look in Unity, each face/game object has the same rotation coordinates as the parent and each other - 0,0,0. Each face is clearly at a different angle to the rest. How can I change the model so that each face has its own different rotation coordinate?

I tried setting the ‘origins to geometry’ in Blender. This worked for the position coordinates (they are all different now) but the rotational coordinates remain the same).

My eventual goal is to place game objects onto the icosphere and set their rotation to match the face that they are sitting on, so they are up right in the same way as their respective icosphere face.

Here the coordinates are different for each face of the icosphere but the rotation coordinates are the same:

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  • \$\begingroup\$ Do these triangles have different rotation angles shown in the transform fields within Blender? Or do they differ in the internal positions of their vertices only? \$\endgroup\$ – DMGregory Jan 13 at 2:23

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