I've run into this issue a couple of times and the only solution I've found working, after trying a few, is to move the object's pivot point to the (0,0,0) point in Maya, then export it. That's what always gets the pivot point centered when porting things into Unity for me - instead of offsetting the pivot point (for whatever reason).
Even after freeze transformations, if the pivot point is perfectly centered in Maya but the object exported is not on (0,0,0), it also offsets the pivot point when the object's ported into Unity for me :/
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