FBX Tangent Basis Confusion
In xNormal 3.17.7, is was stated that the new FBX Importer can load the tangent basis from the files which is good for use with the Unity Engine. This is probably a basic question, but I was wondering how this helps with compatibility with Unity. I read in this post by Farfarer that a tangent basis calculator using Unity's normal map calculation method is needed to compute normal maps so they are synced with the normal map baker, which in this case is xNormal.
I think what I'm confused about is that even if xNormal now loads the tangent basis from an FBX file created in 3D app "X" , if it doesn't utilize the same tangent basis as Unity wouldn't the baked normal map from xNormal still not jive with Unity?