HELP: Game Objects look spread out in my scene but share they same pos vectors!

Hi guys,

For my board game, I modeled 3D tiles in maya and imported as FBX into Unity. Basically, it looks like a prefab with multiple children under it. Each child is a single tile. Now, when I use this prefab as my game object in my scene and try to access each tile with its location (when in play mode), it looks like all these children tiles share the same location!! I thought it was because all tiles were child game objects for my board game object. So I unparented all of them. but the problem doesn’t seem to go :frowning:

I have spend 2 entire days to figure out the problem but nothing seems to work. Does it have anything to do with the fbx imports? Can any one see what’s going on here? I have a deadline to meet in a couple of days and it’s really frustrating to be stuck with this single issue. Please help!!

Thanks much

While they may all have the same transform values, the points of the mesh may all be shifted.

After a long fight with the fbx imports, I finally resorted to manually creating empty game objects on top of each tile. Now all I have to do is access these empty game objects for tile locations and it works this way! Phew!

Before exporting, you’d need to set the pivot of each sub mesh to match the actual object, otherwise it stays at the origin.