- Home /
Boxcollider is much bigger than the actual Object (imported from Blender)
I have created a 3D model in Blender and included the .fbx in my Unity project. But the BoxCollider looks like the following: I also tried the same with a MeshCollider, but the output of localScale is always 0. In the import settings "Generate Colliders" is activated. Does anyone know how to fix this issue?
Remove the collider and add it to the gameobject which has the mesh on it or just resize it yourself.
Answer by Kirchesch · Mar 21, 2019 at 08:59 PM
Open the GameObject of the collider and adjust manually the box collider size on the Component
Thanks, but I need to do this automatically, and therefore I need the origin of this issue. What I want to reach is, that I have pedestal (could be simply a cube) and I want the 3d model (instantiated at runtime) to float above this pedestal, but with the proper scale (should not be bigger as the pedestal in width and depth).
Answer by Robertelis · Mar 22, 2019 at 11:35 AM
Try unchecking the button near scale when exporting to .fbx, if that does not help try recreating the object bit by bit and uploading it to unity at each step, maybe that will help you figure out where the exact problems starts.
Your answer
Follow this Question
Related Questions
Scaling the Mesh Collider 4 Answers
Scale box collider to camera view? 2 Answers
Scaling Issue while importing fbx from max 0 Answers
Detecting When Intersection Penalty is Being Applied 2 Answers
Can you scale a Mesh independently of it's Collider? 1 Answer