I have a question about the vertex and normal conversion happening in MeshImporter.cs: the conversion that happens negates the X coordinate and maintains the Y and Z coordinates. Why is this the case? Perhaps I'm misunderstanding, but in Unity +X is right, +Y is up, and +Z is farther away. In Assimp, +X is also right, +Y is up, and +Z is closer by, into the camera, doesn't this mean only the Z coordinate should be inverted?
The lines in question are MeshImporter.cs#L144 and MeshImporter.cs#L153.