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The article linked by Jason Coombes says this: -All the model objects (meshes) and the armature must be centred at the same location, ideally zero (X = 0.0, Y = 0.0, Z = 0.0 in the Object properties.) Set the locations to zero in Object mode and make all changes in EDIT mode. -All the model objects must have a scale of 1.0 (one.) Set all the scales ...


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If the only difference between the quads is their physical size in window coordinates ("one is bigger than the other on-screen"), and all other things (shader, textures, et cetera) are equal, then the only significant difference in the pipeline will be that the rasterizer must fill more fragments for the quad that is larger on-screen. This means that if the ...


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When you import an FBX file in Unity, it is scaled to 0.01 of its original size. You can either put it back to 1 (or anything you want) in the Model tab of the Inspector every time you import something, or you can make a small script that will do that for you whenever you import an asset.


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All you need to to is just remember one rule of thumb.Although I couldn't find any documentation on this.But with little workout I found that for Cube,Cylinder and Sphere[*] 50 Blender units = 1 Unity unit So You can do either of these: 1.Scale Your Objects 50x in Blender "Just" before exporting (By Hitting S and then 50,which will uni formally scale ...


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Either change its scale from the Inspector after selecting the game object or the pixels per unit value of the exported asset from Import Settings (the menu when you choose the exported asset in the project hierarchy).



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