Subversioning, GUI configurations and values, Reimport

I have next situation:
I imported the Car with 4 wheels from the Maya. Car’s transformation has 5 sub-transforms, 4 for wheels and 1 for the car’s mesh. I have attached the scripts to transforms, also drop inside new game object with a box collider. So my car is works now.
Now a designer gave me new file with car where is car changed or just moved around world. I reimport the car but seems like my car on level does not update his origin point.
Or if i will will change import options ‘mesh scale’ to increase (or decrease) size of my car, the wells on the level will be bigger too, but their location will be same as before.

Sounds like level’s object do not use asset’s values but use own instance’s instead. That is ok, but how i can reset this values to asset’s values?

And interesting where is Unity stores this values?
How I can use sub-versioning of it? Also should be great open any XML or CFG file and to Fix things manually.

Sound like unity hide this thing from me by GUI. Same happen with import option tool. Could I use just text editor for import options?

When you added the scripts to the car, a dialog popped up and warned you that this would happen because you are “breaking the prefab context”. If you make your car without adding components to the model you imported, it will remain blue in the hierarchy which means it will fully match any updates you do to the model.

In general its a good idea to tell your artist to not move the origins of objects.

If I understand correcty, once you break the prefab context you cannot make changes to origin etc. This seems to be a harsh limitation and painful for the dev process. Meaning I must delete the car and start over…

You can also move the origins in unity to thier new positions. Its not a limitation, just the way that unity handles prefabs. Once you know how it works you are never troubled by it again.

More easy move things with maya.

Also after moving by Unity if i will start a game wheels going to previous position.

That was not mistake. I am checkin usability. How to make changes in the project.
I found other bad situation here, if use any prefab hard to replace in the prefab anything and to have all instances of prefab updated.

Other painful GUI’s place. Import options dialog has buttons ‘Cancel’ and ‘Import’. Imagine if I will change 40 files options, I will wait importer every time. Why not make button ‘OK’ witch will save new options but does not import anything? Then after I would prefer start import for all objects in a folder. I could not also select multiplay object and edit import options for all of them by one dialog.

But even more nice looks xml file in the same folder where I can edit things by external editor.