So I’ve been looking around a bit and haven’t really found the answer I was looking for (maybe because I’m bad at looking!). Is there a way to change the unity’s unit/grid scale. What I am trying to achieve is getting a world scale that is at the least 1:1 with the y scale of my character.
That way if I translate a character 1 unit upwards he is exactly 1 character length higher then he was before. Am I going about this the wrong way?
There is no way to achieve what you are looking for. By default Unity uses a scale where 1 grid unit equals 1 meter (many people say that each grid unit is “arbitrary,” but many parts of the Unity physics engine assume each unit is a meter). There is no single variable that can be modified to change this relationship.
It is possible to edit variables of various physics components (gravity, force, etc) in a consistent manner in order to simulate a different grid space, but it’s not a clean approach. It also doesn’t change how Transform.Translate() behaves. Generally I find it is better to scale your objects to fit Unity’s space relationship, rather than force Unity to try to adjust to the scale of your imported models.
Unfortunately, there is no way to achieve what you are looking for. Unity’s scale is set such that one grid unit is equivalent to one meter. There is no single variable that can be modified to change this relationship.
Many of the physics-related components have values for gravity, force, etc, that if all modified consistently can simulate having a grid of different dimensions. Personally I find it’s best to adjust the scale of your objects to fit Unity’s standard, rather than trying to force Unity to work at the scale of your imported models.
When I create a new cube in unity, for some reason it spans 2 grid cells which is inconsistent with the default size of the cube which is supposed to be 1 unit in each axis.
What is it that I’m missing here??