Hi I’m making an isometric game with 3D assets made on Blender. You pretty much navigate an overhead camera around a small city the way you would in Sim City. On Unity, I switched the camera projection to orthographic and changed the camera angle to a number I like, now everything looks the way I expected. But when I move around the map with my keyboard, tall buildings clip out of existence the closer I get to them.
In order to avoid this, I’m using a negative number in the Clipping NEAR plane and this lets me fly over those tall buildings. As for model scale, I usually resize a cube to 2 blender units height, and model my buildings around that reference size.
Is there a recommended scale I should use on my assets for 3D isometric games made on Unity? I’m not planning in zooming into the city too much, so too much detail is not important.
Scale is totally your preference. If I’m understanding you correctly, I pretty much do the exact same thing to set scale. (Blender and Unity units are identical, but the default Blender cube is 2 x 2 x 2 units).
If you’re doing a city-management game, you’ll probably want to have a smaller scale, as it’ll allow you to fit more stuff in a smaller area (and not have to be as concerned about floating point precision). The only caveat to this is that Unity’s physics system uses an object’s size when doing some maths, so you may have to tweak the physics settings a bit if you plan on using them.