Mac Vs Windows: Different behavior??

I started my project on Windows, got it looking pretty good. Imports some 3ds and dae files. I package that up, and import it to my Mac version. (I’m new to Mac, so maybe I’m missing something). Anyway, it looks like the 3ds file is very very wrong. The submeshes are there, but incorrectly positioned and I think the scales are off (maybe it’s just the scales, hard to tell, so messed up). Other things seem to have imported ok.
So I deleted the messed up instance, and re-added it to the scene. Now the stuff seems properly positioned relative to itself, but the scale in relation to the rest of the scene is off by a factor of about 10.

Anyone else seen such behavior? Any suggestions?
I wouldn’t be using a Mac at all if it wasn’t that we need this on iPad.

There should be no difference between Unity 2.6.1 on Windows and Mac - it is using same code. Of course it depends on 3rd party libraries, which are different for win/mac, but usually you can trust 3rd party stuff :slight_smile:

If you’re comparing Unity on Win and Unity iPhone (on Mac), then it’s higher chance that you might come across some difference, because those were build from separate branches…

Anyway I’m not aware of any difference, but if you believe that the problem is not on your side you should submit a bug (and post case number here) and someone will pick it up on our side.

It’s straight-up Unity on both, both installed same day, using same 3ds model. My guess is it’s the FBX importer that’s different. But we do need it to work on iPhone too, I haven’t tried that model there yet. Looks like Collada imports ok on both, so I’ll probably have to use that instead of 3ds for the near term.

Are the import settings for the model the same on both platforms? Specifically the scale factor setting.

Good question.
Initially, I packaged my Windows project and imported that to the Mac. So everything should have been set identically, and all the values I checked were (scales for sure, positions for sure, did not check 3DSImporter Scale Factor).
Since then I removed that model from the scene (still in Assets). But re-adding it, now it shows up properly proportioned. On Windows, the 3DSImporter Scale Factor was .1. I cannot change this on the Mac. I set to 0.1, hit Enter, hit Apply, it waits a while, then nothing happens except the 0.1 changes back to 1 magically.
I can compensate for that on the objects’ scale.
I contend there is still a bug here, but it seems I have a workaround: Leave the importer’s Scale Factor at 1.