This really could use Options for Normal Map Type Export and Channel Packing just like in Substance Painter. You have to manually flip the Green channel in a paint app to use the normal map in unity. And then I have to run everything through a Channel Packer if I am doing the HD or Universal Pipeline in Unity. I kind of expected this to have the same set-up you use in painter with profiles for Unity, Unreal, Redshift ETC....
The way it is now, it is actually slower then using Quixel Mixer.