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To start things off, I begin with the following set of procedures:

  • Begin with a model in 3DS Max, which I will refer to as Cube.

  • Confirm that Cube's pivot point is exactly in the center of it, which it is.

  • Export Cube in FBX format.

  • Import Cube into Unity 3D.

  • Drag an instance of Cube into the Scene.

At this point, I notice that the instantiated Cube's pivot point seems to only be centered on the Cube's local X and Y axes, when it should also be centered on the Z axis.

In the project I am working on, I'll be instantiating Cubes and modifying their positions and rotations within a script. Because of this, it's most convenient to have the pivot point centered on all three axes.

Am I doing something wrong, or is there a way I could export/import the Cube properly so that its pivot point persists?

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  • \$\begingroup\$ In the top-left corner of the Unity editor, there's a button that toggles object handle display between "center" and "pivot". Does toggling that mode result in any change? \$\endgroup\$ – rutter May 19 '15 at 20:49
  • \$\begingroup\$ Indeed it does. \$\endgroup\$ – EnragedTanker May 19 '15 at 21:33

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