@cannon
Interesting idea… I will give that a go. If I am not mistaken, though, I think the entire panel has only that one field and then drop down and check boxes… I think… If so I will just select something that makes more boxes appear
Hope this works
Thanks
Edit: Wait, hold on… I think I remember reading about that also… But wasn’t that OnGUI as in “in the game”? I am talking about fields on the OnGUI as in “OnEditorGUI”. I am speaking of Unity’s own import settings. Are we speaking of the same thing?
@gargerath
The shadows thing I think was a case of 'MyBad". I don’t see any shadows on the models when doing my layout but when i zoom in real close, I see them. That shadow cutoff distance in the settings + the distance of my ‘camera’ in the editor + the buildings that are now all 1000x the scale they should be = that shadows cutoff setting is obviously set waaaaay to short. 
I only just now remembered about that setting, but I think THAT should fix that issue… 
@spinaljack
Using the same object in the same level 15 times requires that I set the scale for one object 15 times. This is the very reason WHY unity has the scale feature. The only way to prevent this would be to make this a prefab after I scale it, but that was my question: Why do I need to create prefabs from my models? Why can’t I just place a prop in my scene and be done with it?
But that issue could also easily be avoided by simply duplicating the object already IN the scene so that is not too big of an issue, what IS an issue, though, is this one project I had a while back. It required me instantiating models and scale them to fit an area which is user-definable through scale. If the user chooses the scale to be 2.5 then I want to make the model’s scale 2.5 also but if the model is 1000 times too big at a scale of 1, then 2.5 is not going to work. At all. I need to know that all models are the same size when imported into the scene so I can set the scale via code and still be sure they would match up and fit the required space.
Alternatively I would have to create a prefab from the model and use the scale on the prefab but the prefab wouldn’t contain any animations, then would it? Sure, if I drop the model itself onto the prefab but then each change to the model would require that I recreate the prefab from scratch including all settings on all scripts attached to it. The better way would be to place the character inside an empty object, prefab that, then change all the multitude of scripts in my project that worked on the model to now work on a field inside a script attached to a prefab that represents the model contained inside. I would have to redo nearly 3 dozen scripts and I won’t be able to test any until I’ve done all because all of them work together to do one single job. Prefabs are not the way to go in this instance, but not being able to adjust the import scale means that all my coding is now 100% useless because it all DEPENDS on one immutable fact: “All models are the same size at scale 1.0”. My only option is to go the prefab route but after spending 2 months writing and debugging code to get it working 100% perfectly only to be told: “Sorry, scaling is no longer supported. Please redo all that work” just pisses me off and I wanted to know “why?”.
Having said all this, I am wondering if Maya isn’t to blame. I also bought another asset kit from the Asset Store on Friday. When I drag the model into my scene, perfect. No issues of any kind. When I try to scale it, sorry, no luck. When I try to import the model into Maya the import claims everything went okay, but nothing was imported. At some point Unity developed an error that resulted in lots of red messages to appear in the console. All starting with “!”. I tried closing Unity but that just caused it to hang. I had to close every single open app before it completed closing down. By this time Maya had been closed, but Unity didn’t close until after I closed the last program (which happened to be Preview but it wasn’t previewing anything at the time). The fact that Maya was one of the programs that was open causes me to point a finger at it… 
In one of the other projects this happened, I was able to scale objects, no problem. I created a plugin that has been asked for MANY times on this forum for the past few years and it is still not available. I created it for (and inside) a project of mine and wanted to separate it from my main project so I can create a package that contains ONLY this. So I created a new scene and started copying in the scripts and objects etc that I need and lo and behold… the same models in the same project, in a different scene… did work, now did’nt work. Not even in my original scene, so my entire project is now null and void. Great! I believed the issue to be a script that overrides the scale so I created a new project, dropped the same object in there and tried the scale thing. This time it worked again. So I blamed myself, saying it was a script somewhere. I looked through every single line of code in every single file and couldn’t find it so in the end i gave up. I put it down to me making a mistake somewhere and me having to find out where, some time. So then, months later, I create a new project. I buy some models from Dexsoft, drag them into my project directory, wait for import, place them into my scene, setup the “diffuse” textures to what they actually SHOULD be and then notice that the scene is waaaaaay to big. I try to set the scale and nothing. No script added to this or any of the models. None of these models dragged onto any scripts. Nothing. These models are new to my project, just dragged into the scene and now I can’t scale them. Again. Just like before. Then I buy a second package from the asset store, import it into my project, drag the object into my scene, try to scale, nothing! No scripts overriding anything.
I am currently using Unity 3.3 and Maya 2011 on a Mac. Anyone else have this setup? If so, would you see if you can create a cube in Maya and then have Unity’s import change it’s scale, please?