I'm a bit confuzzled about what's going on here, so I'm just going to jump into the details about a problem I'm having... I created a very simple model in Blender 2.64 and imported it into Unity 4.0.1f2. In my script, I access the mesh data triangles and vertices in search of available locations to spawn prefabs at runtime. The locations are calculated from the vertex data obtained from selecting a random triangle from the mesh. For some unknown reason the locations retrieved are out of phase with the model in the scene, specifically the locations appear to end up appearing like where the model should be if the model were rotated at some arbitrary axis/angle. I've tried using Transform.InverseTransformPoint and Transform.TransformPoint to see if maybe the rotation of the model was throwing off the positions of my Debug.DrawLine statements, which I was using to determine which triangles were being selected. I've searched around for answers but I have come up short.