What should my gravity be if I've modeled in feet and inches in Max?

Hi all,

I’ve been doing modelling in 3DS Max for a while now, mostly dealing with special effects and architecture. As a result, I’ve been modelling things in real world American scale, feet and inches with units set to 1 unit = 1 inch.

I know in Unity, units only matter when physics are involved. I want to use the physics engine, so I’m wondering what I need to set my gravity to if I want it all to work swimmingly. Any thoughts?

Additional information: Oddly, even though things are set to real-world scale, when I import them into Unity, everything is weird. A 5’4" human comes up to be about a third of a unit in Unity rather than closer to two units as expected. In FBX export, if I change the Units setting from Automatic to Meters, my human comes in super, super tiny. Maybe a couple of relative inches. I don’t know exactly what’s happening to my scaling here, either.

You can adjust size of imported object by changing import scale. I would recommend doing that - it will be easier to set up physics.

using UnityEditor;

public class FBXScaleFix : AssetPostprocessor
{
    public void OnPreprocessModel()
    {
        ModelImporter modelImporter = (ModelImporter) assetImporter;                    
        modelImporter.globalScale = 0.054f;          
    }   
}

I don’t think you have to change any gravity hee… Gravity only produces acceleration towards ground and is regardless of you model’s metres or inches… It depends upon the mass of the object…

And in unity whenever a fbx is imported it automatically scales to 0.01… Change it to 40 if you want inches to be in metres…