When I search the forums, I mostly find solutions for in-game scaling problems. I have started my first project and invested hours with several dozen objects. I found out, thet my transform values in the inspector get smaller and smaller and I have to fiddel with fractions and small decimal numbers that become more and more inaccurate (e.g. 0.04325). I guess it was a basic mistake to start with a plane with a size of 1/2/2 …
I wonder how I can tell Unity Editor to scale the complete scene by a factor of 10 so that all values in the inspectors get mutliplied accordingly. Is this possible?
I noticed that when I move objects in the hierarchy unter my main plane, I can scale the plane and the objects below also scale - but the values in the inspector of the objects below the plane didn’t change.
SOmehow I missed some basic rule how to set the size of the plane that contains the whole scene. Is ther a good rule of thumb, e.g. “1” should be 1 mm so that you smalles object would be 1mm with a value of “1”?
I did exactly how you describe, but it didn’t work: everything scaled up by factor 10. I also moved all objects back out but when I click an object it still has the same values (e.g. its scale didn’t change … still 0.04325). That was basically the same procedure that I did in scaling my main plane where almost all objects are under.
What I don’t understand: I created a new scene with a new plane with scale 1/0.2/2 (x/y/z) , meaning “1m” width, “20 cm” heigt, "2m " depth. But when I add a new Cube and want that to be as wide as the plane with “1m” width, I had to set the transform scale of the Cube to X = “10” instead of the expected “1” … ? This is totaly confusing as I can’t translate a unit “1” to 1m in all objects. Am I missing something here?