I have a bunch of objects that come in from an FBX as a prefab, but I need to use them separately. When I drag one out of the hierarchy, it stays in the same location in the editor, but the rotation transform changes at runtime. While creating the FBX from Max I had to change the Y value to up, I believe this is causing the problem. Is there a way to remove a mesh from a prefab and convert it’s rotation transform value to it’s current location and rotation? Thanks.
If the mesh you are importing has no animation, make sure that you deactivate the animation in the importer. Usually if you select the fbx file in the project tab, it’s possible to get rid of those effects. It is very often the case that there is an animation component which rotates the model by 90/180/270 degrees in certain directions.
That was it, thanks! I’m still working on your ligtmap solution