Mesh Colliders super small

I am adding a mesh collider to an object I made in blender, but the mesh collider is wayy smaller than the actual model.

Does anybody know what happened here?

The model:
image

The collider:

Them to scale with each other:


(The arrow is pointing to the collider. Yes, that little green dot is the collider.)

The same thing is happening to my other models, too.
Is there another way I can add a collider that I can still model to make it at least similar?

Update: It has to do something with blender. When playing around with the export settings, the Transform settings may have something to do with it. Changing the Apply Scalings box to FBX All, now makes it look like this.

Thank you so much! The problem was that I was adding the mesh collider to the parent object, but instead I had to add a mesh collider to each child object of the model.

What I was doing:

What I was supposed to do:


Did you add the MeshCollider to the exact same gameobject that also has the MeshRenderer / SkinnedMeshRenderer attached? If you did, it would share the transform component so the coordinate space is always the same. Also the MeshCollider usually would pick up the mesh automatically from the MeshFilter.

Since you seem to have them on different gameobjects, you naturally will run into issues. Are you sure you set the gizmo mode in Unity to “local” and “pivot”? Just to make sure the objects show the same values. Keep in mind that when you put the MeshCollider on a child of the actual MeshRenderer, that child object should have all the transform values set to default (position 0,0,0, rotation 0,0,0, scale 1,1,1) since it inherits all transforms from the parent object.

If that doesn’t help, you really need to be more clear what your hierarchy looks like and to which gameobjects which components are attached and what the transform values of each object are.