Scaling after using SkinnedMeshRenderer.CombineMeshes

Hi,

I’m having a scaling issue. I used Instantiate(Resources.Load(nameOfAsset)) to create a GameObject, and I did this for X number assets, so I ended up with X number of GameObject’s, each with one SkinnedMeshRenderer component in them. I then created one GameObject and added one SkinnedMeshRenderer to that GameObject. I used SkinnedMeshRenderer.CombineMeshes to add other X GameObject’s SkinnedMeshRenderer into the one GameObject.

I used similar code in Unity’s documentation to combine the SkinnedMeshRenderer from the X GameObjects loaded to the one GameObject.

The final GameObject draws the meshes in the correct form, but it is scaled about 100 times bigger than usual. By usual, I meant if I just take each asset and manually added it to the Hierarchy.

I tried running the game and changing the New GameObject’s scale on the fly, but it won’t show any visible changes to the physical model drawn on screen.

I also tried changing the localScale in script, but it didn’t change visibly:
renderer_.transform.localScale = Vector3.one * 0.01f;_
Any ideas why it’s bigger and how to make sure its smaller?

Yeah, I did this, I had the sort of same problem at first when making this, but not with skinned meshes. More of with static meshes. What I did was make a separate, new game object and then put in the meshes’ vertexes into the new game object, but in world space. Of course, since you’re doing skinned meshes, I have no idea how that would translate. I do hope though that this gives you an idea.