It looks like .blend file imports are applying a very different scale factor than other versions of Unity.
I’ve filed a bug, but wanted to post in case anybody else runs into this issue.
My game uses .blend files for almost every model.
(I find them very convenient, I am aware that FBX is better supported.)
It looks like .blend files are importing with the same scaler as .FBX files, which causes them to be imported at .001 scale compared to how they used to be imported.
I filed a bug report. Case 1376387
In all previous versions of Unity (2021.2, 2020, 2019, 2018…):
I know it’s an old version, but it’s a really solid stable Blender and has worked well with all versions of Unity, all the way back to Unity 5.6.
Also, in many previous version of Unity, Blender 2.8 and greater would not correctly import into Unity, so 2.79 is still a great standard that works well.
I was thinking about upgrading my project to 2022 to fix some bugs that won’t be fixed in 2021, but this is a blocker for me since all of my rigs and animations won’t properly migrate and be properly supported in Blender 2.8+
Is there a way to force all .blend files to import at a different scale just for my project? Is this a custom asset-importer? Post-processor? I would appreciate any sort of small guidance as I am really new to asset-pipeline scripting and this is the main blocking bug for me to even think about trying Unity 2022.
Same Problem, but ONLY on Mac. I usually build on my PC for all but IOS.
When moving the project over to my mac, some prefabs (with blender models) seem to vanish … until i find them under the microscope.
Especially annoying when the same unity version behaves different on different systems. I have no solution for this yet :(:(:(:(
2021 LTS still works ok… but then xcode seems to throw a fit
Problem seems solved : Upgrading on Mac to Blender 3.6 and reimporting all .blend files fixed the issue.