Map size for a 2d/3d game?

So I’m just getting into creating a game and the biggest thing that’s stumping me is the map size. I’m creating a 2d/3d isometric game. The map creation is being made in blender since Unity’s map creation seems pretty difficult and I don’t have much knowledge when it comes to it and would rather create my own assets so I can easily update things.

I’ve seen a few videos on creating maps with Unity but it’s stumping me. So let me give an example to try and bring my point across for my question. I make a map in Blender, how big does it have to be? Or do I create tiles in Blender and bring that into Unity? I don’t want the map extremely big but a decent size for the game I’m creating.

First map should be a flat gray box. Make it. Make it NOW.

Pull it into your game and start using it.

This box will NOT be the final size you need.

As you work on your game you will gain intel about if the map size is too big or too small.

The ONLY way you will know is by grayboxing. Get to it now. Don’t waste another minute.

As for using Blender3D and Unity, here’s my cribsheets:

Costs of using Blender files directly vs exporting to FBX:

Unity imports Blender3D objects as FBX via a little Python script:

The Python script that Unity uses (substitute your Unity version number or search) to import:

./Hub/Editor/2020.2.1f1/Unity.app/Contents/Tools/Unity-BlenderToFBX.py

More on fixing it:

Blender3D objects used as trees / detail in Unity3D terrain (See the second half of this response)

Probuilder and Probuilderize and Blender:

Some more potentially-useful info:

Updating Blender files without breaking your prefabs:

When I work in Blender3D for Unity3D use, I follow these organizational rules:

  • use Empty Blender Objects as folders: they come out as an extra GameObject

  • ALWAYS parent everything to a single Empty, even a single object

  • put as few objects in a given .blend file as possible, combining them in Unity into a prefab

  • REMOVE unnecessary items (Light, Camera, etc.)

  • use good names for your Blender3D objects and NEVER RENAME them after Unity sees them

  • don’t even think about final Materials or Textures in Blender. Set the mesh to use N different materials, but always set up the materials within Unity and disregard what gets imported.

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