Capsule colliders too small or too big for my model

Hello!

I had model that i export from blender to Unity in .fbx format. Because the game is a shooter I wanted to use capsule colliders and attach them to the bones of the model (and then check raycast there).

My problem is that when I added the capsule collider to the bone, it becomes really big, and I have to make it like a radius of 0.001 and a height of 0.00754. Im not very experienced on collider physics so Im worried that this is just too small and that it will cause problems later down the line on collision detection, etc.

I tried to create an empty object and add the component to this one, and I got the same. I re applied the scale on blender and re import it and I got the same. The only thing I got was to unparent the empty object and then re parent it, with this the capsule had more reasonable scale values but now the empty object was on a scale of 0.012, 0.012, 0.012.

My question is: Am I right in being worried about this scale issue? How should I approach this issue?

Thanks and sorry if this is too of a newbie question

Having the same problem with an imported blender model and armature! Did you ever find a solution?

Sorry if this is too newbie an answer, and maybe a little off-topic, but are the scales for the transforms you see in Unity all 1?

I’m asking because I always found exporting from Blender to Unity kindof a headache, with scales of 0.01 or 100 or whatever and “random” rotations, & I can see how this might mess up your colliders.

In the past I used this:

But I don’t know if it works with bones (no bones in my car:)

I have notes that last year I was using this procedure (I think from this video) to natively export from Blender, but I don’t have time to re-check them (& again, never worked with bones):
In Unity:
“Bake Axis Conversion” should be on, if it’s not already. This fixes 90 & 180 degree rotations appearing in all of the child-object transforms
(without this, it looks ok visually in Unity, but has these secret rotations everywhere where it should all be zeroes)

In Blender:
(Typically all of your scales should be 1, rotations 0 (i.e., “applied”), I guess unless you want a rotation to be non-zero for like pose reasons (like, I have suspension arms that have nonzero rotations in my blender scene because I want the zero-points to be horizontal)).
Use Blender’s (don’t want to use Edy’s any more) File->Export->Fbx
“Apply Scaling” should be “FBX All”
Forward should be -Y, apparently (video guy says Y)
Up axis stays Z
Uncheck “Use Space Transform”
He has “Apply Unit” set
He also has Apply Transform unchecked

Like absolutely back up your settings or whatever before doing all of these things to your blender export settings.