An actual year later!
Dunno anything about Unity and I’m not about to start now. It’s a project I’m leaving until I’m familiar with Blender in about a year or two, BUT I had the same issue - “Cant calculate tangets… doesnt contain normals”
Before I proceed- don’t forget to apply your Transforms and sort out your Normals before exporting/saving to the Unity Assets folder. This might even resolve the issue without having to resort to the “solution” below.
Since it seemed like an importing issue, I resolved it by exporting the file as a .fbx, then on the right-hand side of Unity in the “Inspector” window/widget, under “Normals & Tangents”, I played around with the settings and it imported correctly once I changed the dropdown item next to “Tangents” to “Import” (same as in “Normals” above it).
*Sadly, this means I won’t be able to do “live editing” between Blender and Unity, I suppose - unless I can permanently change this setting elsewhere.
I dunno how this will affect anything in Unity since before today I haven’t even opened Unity- let alone changed any settings, but for now it resolved the issue.
Anyone familiar with Unity who can maybe weigh in if this is detrimental in any way?
- EDIT: I see that I am indeed able to use the “live editing” between Blender and Unity. All you need to is to highlight the object in the “Assets” window in Unity, go to the “Inspector” window/widget on the right and change the dropdown item next to “Tangents”, to “Calculate Legacy”.
Voila!