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the measurement units in Unity2.61
Hello all I do not know that if this is common or I have messed up something somewhere. the issue is I have made couple of models in maya and then imported them into unity. so they were small. so I made them bigger. then I assigned box coliders to some. the box coliders ended up so small (size: x= 0.0006677589, y= 0.0001, z=0.002908021) and the center of cloider has weird numbers such as (center: x=-2.476227e-05, y= 0.00028, z=-9.966316e-05) and these measurements are after resizing the object 20000 times bigger. so I hope I am explaining what my problem is. the other problem is after all that when I run the game, the objects really slowly re-act to the gravity no matter how big the mass number is in rigid body. in unity 2.5 I have never seen this problem. I hope someone knows a solution to this issue. thanks and sorry for the whole messy confusing explanation. cheers
Are you scaling your imported models in the import settings or in the Transform?
Answer by knowtheneo · Sep 15, 2010 at 08:18 PM
I believe Unity scales the model 0.01 times its original in Maya during import. You can modify this in the individual models import settings. Not sure why gravity is not acting. You can verify the gravity value in Y is set to -9.8 under Edit-->project settings-->physics
Answer by Paulius-Liekis · Sep 20, 2010 at 09:00 AM
Unity imports 1cmInMaya as 1unitInUnity, when doing direct import of mb/ma file.
If you're importing fbx, then it imports as 1UnitInFbx=1unitInUnity no matter what units are in fbx file. By the way there is global scale on FBXImporter - you usually want to set it to 1.
Physics in Unity prefer 1unit=1metter.
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