so I got the unity car tutorial working on one of my own cars from Maya but the only problem that I run into is the back wheels flake out when I am driving in the game. They do not stay located at the back of the car. The front wheels stay exactly where they are suppose to be though. The pivots are set in the right spot and I have froze transforms and deleted history. Not sure if anyone has an idea of what this might be but I would appreciate any suggestions.
-Tim
A little more info. It seems as though if I fly off the track that the wheels will snap back to where they belong. but as soon as the car touches the ground the wheels go to odd locations.
-Tim
Hmm… Double check where your rear wheel pivots are in Maya (and in which direction they face), it sounds like the pivots got placed to the center of the car and not the center of the wheels… I know you said that they’re in the right place, but they may be in the right place for 2 wheels or for the entire car.
This is how I’m seeing you’re problem:
_
|X| --- Normal
_
| | X --- Askewed Pivot
Where the Box is the wheel and the X is the pivot
If they were rotating awkwardly, I’d have said to check to see which directions your axises were pointing (y-up instead of z-up), but the way I’m seeing it, is that when you exported your wheels, their pivots turned out to be Askewed.
It seems that they had animaton on them 
I really thought that I looked for it but must of missed it on the back two.
-Tim
Ok, the problem seems to be popping up again. So I went back and brought the car in and looked for transform data. It is showing position transform data on the car and the tires, but I am freezing transforms and deleting history in Maya. Is there one step I am missing before I bring it to Unity as an FBX? Or should this position data not matter? When I click on the wheels in Unity they are in the right spot and the center pivots are in the right spot as well.
-Tim
If the files contain animations then you can just remove the animation component in Unity to stop this from interfering with the game. If the mesh pivots are in the wrong place, you can fix this in Maya or else parent each wheel to an empty GameObject and change the effective pivot point that way. With no animation and correct pivot points, the wheels should work the same as the meshes in the original project.