Yes, Monster's right, XN, Sp/SD, modo, blender, Toolbag all use mikkt. Old maya/max do not. Synced means baker/destination must use same tangent basis.
monster, thank you for your quick response! Good to know that Unity finally uses MikkTSpace. I thought exporting tangents and binormals via FBX solves the problem of mismatching tangent spaces at the expense of larger FBX files? That isn't the case? Btw, are my settings in the "Projection Options" in the "Render to…