Problem with Blender obj. File in Unity

Hello,

I´m searching for help with Unity/Blender.

In Blender:
-I used Blender GIS Addon to load streets of a city
-I used the separate function to make them to single objects
-I made Faces out of the streetlines to import in Unity

In Unity:
-I imported the .fbx as desired → One Object with all the single street parts as childs

The Problem:

  1. I want to get access to the locations of them but all of them are 0 (relative to their parent) and when I
    try to get their world space position with “transforn.position” I just get the position of their parent.

  2. If I separete the single Streets in Unity and add them to the scene, they also have all the same position…

Can anybody help me?


Every GameObject exists at a pivot “anchor” position… that should match the little origin dot you see in Blender3D, modulo the coordinate transforms that Unity must do. Unity is left-handed coord, Blender3D is right-handed coords, so the axes change around on import.

The actual geometry is traditionally centered somewhere around / near the anchor position. This is NOT a requirement in any way, but this appears to be the case based on your blender screenshot: I see the geometry, I see the pivot, they are nearby each other.

Remember whenever you are troubleshooting a large problem, break it down into a small problem. Export ONE street, or maybe two streets, and get those two streets where you want them, and understand what happens to the coordinates as you go from Blender to Unity. You can even create your own test street using Blender to create some geometry alongside your actual data, and see how it behaves differently.