Hi there,
I am really struggling with the scale issue- I’m a noobie.
I thought after watching some videos on lynda.com where they said ‘Unity uses meters’ that the sensible thing to do would be to set my system scale in 3DsMax to meters and my scene scale to meters too.
So I set about making relatively large objects in that scale, so things like a 4 meter wide object would be 4 in 3DS and end up being 4 unity units in Unity and have a scale of 1:1
Great, or so I thought until I tried to use lighting or GUI elements.
These things obviously expect objects to be a factor of hundreds of times bigger. For example if I try to apply a GUI Canvas object it is literally 600 times bigger than my scene, I have to zoom out, zoom out, zoom out for ever.
Then if I enlarge my scene so that it fits the scale of the GUI anything shiny just ends up white as the specular highlights just seem to overtake everything.
So what I want to know is, what settings should I use in Unity (where are they?) and what settings should I use in external programs so that everything is roughly in sync with what Unity GUI elements, lighting elements, particles etc etc are expecting.
i.e. if I make a 4m x 4m box in 3DS what should my settings be in 3DS so that when I export I dont get a stupidly small or stupidly large box? If I wanted the box to have a particle fire next to it maybe or a default sized button on one of its faces, how big should it be, what scale should I have used in the creation sftware (3DS etc) to make it roughly the right size?
Clearly Unity does not want a 4m x 4m box to be 4 Unity units x 4 Unity Units since everything goes mental- you cannot get close to it, its highlights just ends up white etc etc
So what is the right way to set things up?