Has anyone ever imported a 3D asset and found that all the child objects have a position of zero? Not just a localPosition of zero, but a position of zero also. When I click on each child object, the transform gizmos are where I expect them (within the bounding box of each object) but still each child object show it’s position as Vector3.zero.
If I check on the position of these objects in a script, they report the position of the parent. Again for both position and localPosition, they report the same thing. You would think that Unity couldn’t draw or move or rotate a complex object with the data this messed up, but it does fine. It just can’t give me a global position for any of the child objects.
I would post the asset, but it’s something I bought off TurboSquid (pretty cheap, LOL!). I can post a video that shows this strange behavior, if anyone doubts what I’m saying. So, my question is, can I do anything about this? Or just assume that the model is somehow corrupt and move on?