Blender object import scale problem

U5B9 is importing Blender objects wrong so I filed an official bug via the in-Unity bug reporter.

I enclose the contents of that bug here to see if anyone else has insights into this or would perhaps like to discuss it.

Thanks!
Kurt

Unity5 Beta bug: Blender import scale is incorrect.

Description: Blender files imported to Unity 5.0 beta are imported at the incorrect scale.

“Incorrect” in this context means “wrong from every previous version of Unity that I have used going back to Unity 3.5”

Expected Results:

Blender files imported in Unity5 are scaled the same as they are in Unity4 and earlier

Actual Results:

Blender files imported in Unity5 are too small by a factor of 100 times too small

Steps to reproduce:

  1. open Blender3D and save the default cube, which is 2x2x2 in Unity and Blender units
  2. open Unity 4.5.4 and import the cube using default import settings.
  3. Place cube next to a standard Unity3D cube primitive.
  4. Notice it is the correct size.
  5. Open Unity 5.0.0b9 Beta
  6. Import the same original Blender3D cube using default import settings
  7. Place cube next to a standard Unity3D cube primitive
  8. Notice that the Blender3D cube is now extremely tiny, by a factor of 100x too small.

You do know there an import feature called scale factor, right? I know they have the file scale set at 0.01 and the scale factor set at 1 but i can’t see it’s really a bug… However i also don’t know much about blender so i don’t know if the file scale can be set in blender???

I’m calling it a bug simply because since Unity 3.5 or so onwards, Blender input has always “just worked” and the default Blender units equal the default Unity units. There are hundreds of StackOverflow and Unity answers posts to this effect.

Now that is no longer the case: the Unity 5 beta behaves completely differently with the same exact fundamental open-source software-generated asset input as previous versions.

This forces us to touch one more possible wiggly part that we have to educate the entire art team to be sure to set every time they import something. Ideally Unity is all about reducing those wiggly setting parts. :slight_smile:

Thanks,
Kurt

I can perfectly understand you’re frustrated over it, but since i am used to export to .fbx then i have never had any choice the entire time i have used Unity, so for me it ain’t that big of a deal but i can definitely see it from your side too :wink: