I've been using Unity for about two weeks now and have learned lots! I've looked into C# scripting, had a quick look on shaders, almost completed my own seamless portals and very much enjoy working in Unity. However, there is one thing that I think is a real pain, one thing that makes me leave my computer and go brush my hair or something rather than get on with my project: the SketchUp import workflow. I don't know if I miss something obvious, if there is a problem with the design of the Unity import, or a little of both. I've been using SketchUp for 10+ years, mostly for architectural modeling, and naturally want to use it for my level design (I intend to look into Blender for character design with animations and stuff). I want to do as much of the level design as possible in SketchUp with its superior tools for copying, moving, rotating etc, not just create individual pieces and assemble the scene in Unity. I still haven't found a way to rotate a GameObject around a custom axis, or use a vertex outside your selection as starting point when precisely moving it. When trying Unity's native SketchUp support, all textures were missing. I don't know if I missed some setting, and the only workaround I can find online is to first export a FBX from SketchUp, and import that instead in Unity. Already here the workflow gets one extra annoying step. My next problem is that it doesn't seem like I can link individual SketchUp components in Unity, only whole models. In SketchUp a component is virtually an embedded model, with its own local axes and all. The recommended workflow in SketchUp when creating multiple related objects, e.g. a furniture collection, is to have a master working file where you have all those objects as components. This way you can edit a shared sub-component, an have it update throughout all your objects. In my workflow with Unity it's natural for me to have one big SketchUp model, and let different groups or component represent different rooms or levels. Then I'd like to use just one of those components at a time in Unity. However, when dragging the component in from the Project View, the whole model comes in. If I purge what I don't want, the link is broken and updates made to that SketchUp component aren't reflected in Unity. I suppose I could get around this my making a script for SketchUp that exports my room or level components into separate files, that Unity can link to, but it's one more step making the workflow a bit more tedious. Also the Unity UI suggests you can link to individual groups or components, as you can see them in the project view and drag them into the hierarchy. I think what bugs me here is really how the Unity UI suggest something that it hen can't do. Another problem with importing these assemblies from SketchUp is that the local axes aren't preserved. Everything gets converted to global coordinates, with all transforms set to the origin. I would have expected this data to be kept in Unity, so I could place GameObjects like portals relative to the local coordinates of individual rooms. Honoring local axes would probably also be a requirement for mapping SketchUp ComponentDefinitions to presets, as multiple instances would need their shared content to be defined in local axes. If there is another way to easily get a level made in SketchUp into Unity, feel free to tell me. Otherwise I think this could be seen as a draft to a feature request.