Sometimes Blender doesn’t come with the FBX export option pre-enabled, so if you don’t see it as an option, go to: Edit > Preferences > Add-ons > search “fbx” > check the box

once it’s checked, you’re good to go!
For exporting the models themselves onto Unity, I found these settings to be the most useful.
Static objects with no armature

- “Selected Objects” on. This allows it so you have to manually select the things you want in your export in your viewport. Very useful if you have a complex or cluttered scene where there may be geometry or objects you didn’t mean to export.
- Object Types > “Mesh” only. Further lowering the chances of unwanted exports.
- Apply Scalings > FBX All. Scale will be set to 1,1,1, when exporting into Unity instead of larger numbers like 100,100,100.
- Forward. Can be set to anything, doesn’t really matter.
- Up > “Y Up”. ⭐Should always be “Y up”!! Blender defaults to “Z up” but Unity uses the Y axis as up and down. Setting this option to any other axis will result in the model importing sideways.
Models with Armatures
Practically the same as everything above; however, this time you must shift + select “Armature” as well. There are also a few settings in the animation tab we must look at.

- “Selected Objects” on. This allows it so you have to manually select the things you want in your export in your viewport. Very useful if you have a complex or cluttered scene where there may be geometry or objects you didn’t mean to export.
- Object Types > “Mesh” + “Armature”. Further lowering the chances of unwanted exports.
- Apply Scalings > FBX All. Scale will be set to 1,1,1, when exporting into Unity instead of larger numbers like 100,100,100.
- Forward. Can be set to anything, doesn’t really matter.
- Up > “Y Up”. ⭐Should always be “Y up”!! Blender defaults to “Z up” but Unity uses the Y axis as up and down. Setting this option to any other axis will result in the model importing sideways.