My model is lying on the ground face-first!

I have a skinned mesh with a character controller over her. I also have a simplified version of the AI waypoint script from the FPS on the gameobject. She goes to each point nicely but as soon as I hit Play, she flops forward and begins to swim to the next waypoint! I can tweak the underlying model in the Inspector, but then the collision box isn’t around her. Any ideas?

I also tried the default robot. He’s actually all there, but like some kind of Transformer, his legs and head have withdrawn into his body! I’m starting to think it’s not the scripting, but the scale (and a flipped y/z on the girl model from Max). Any thoughts?

After a lot of trial and error, I’ve found it is indeed a size issue, and possibly the crazy way Max flips Z/Y on export. All is well now, except to get the models to come in to Unity at a 1-to-1 scale I have to work at a miniscule level. Anybody else using Max? Any tips or pointers when working with Unity?

You should use the import settings to scale your model on import.
In the import settings there is a global scale field, which you can use.

In case you have a skinned mesh and scaling them there are two potential pitfalls:

  • If you use multiple animations in seperate files, you need to ensure all animations use the same scale factor in the import settings.
  • In a skinned mesh you should not modify the global scale after an object has been put into the scene and the prefab connection has been lost for one or another reason. The best way to not run into this is to just not break the prefab connection or get the scale right in the beginning of the process.

Put the water shader on the floor and turn it into a swimming game!

That’s the best idea yet Socksy!

I faced the same issue with 3dsmax and fbx export and I solved it :
Follow the sugggestion of Joachim :

"If you use multiple animations in separate files, you need to ensure all animations use the same scale factor in the import settings. "

If you have a fbx file with “Import settings” scale= 0.01 and the other one fbx asset with 1.0, you could obtain such a swimming character.