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Question by Witchdoctor · Mar 20, 2013 at 08:52 PM · scaling

Blender to Unity Orthographic Scaling setup

Hi All,

I’m trying to create a basic quad in blender for unity orthographic 2D as many have discussed in tutorials. My thought was create a quad 1 unit and scale it to whatever I need size wise for different assets. But I'm confused by how the scaling is working.

In Blender: Dimensions 1,1,0 scale 0.5, 0.5, 1 Scene: Units Metric, Scale: 1.0 Named: quad1m (quad 1 meter) Then created 2 more quad2m (scale 1), quad5m (with sizes 2m and 5m as named)

My camera in unity is ortho size=10 (portrait height=20 unity units) The quad(N)m are all imported from FBX with Scale Factor=1

When I import the quad1m, add to scene, it has scale 0.5,0.5,1 as in blender. To create a background for 16:10 portrait view (screen height of 20) I scale it to 10 x 6.25 ratio. So enter 10 & 6.25 fits the screen perfectly. But, wait, why 10 for height scale and not 20 which is the ortho size? It's 1m big. Is this due to scale .5?

Then I try the 2m (Scale 1 in xy). Looks about 1m bigger. Good. Scale as bg. Hmm also 10y, 6.25 x? Seems to work the same for 5m quad also. Scale 10Y, 6.25x.

So, I am confused by the relationship between unity units and blender and how this related to scaling in unity. It's like the ratio is somehow determining the size directly irrespective of the blender dimensions.

-Why do they all get the same “scale” to fit the BG to the screen size?

-Why is that scale 10 and not 20 to fit the BG?

A couple of added notes:

If I add a unity cube to the scene, the scale seems to work as expected a transform Y scale 20 fills the screen.

So, it must be related to the blender and/or import settings. I also note if I set the GameObject's transform scale to 1 (x,y) for each of the differently sized imported quads they are all appear visually the same size. And this looks like 2 units not 1 in size like the cube is.

This does not seem to be working like the manual from my understanding so far:

http://docs.unity3d.com/Documentation/Components/class-Transform.html says:

"Scale Scale of the Transform along X, Y, and Z axes. Value "1" is the original size (size at which the object was imported). "

Assuming size=blender dimensions, then scale 1 in transform I would think would show different sized objects in unity. Unless unity somehow normalizes all models. Maybe that's what the Scale Factor does?

From the manual:

Scale Factor: "How much to scale the models compared to the source file".

I would think a scale factor of 1 would mean keep it the same size. But it appears that when I create a GO from the quads they all have tranform Scale to make them the appropriate size. So maybe the scale factor is something like a unit normalization factor? Then the scale sets the size? Though this explains a unit height=10 not 20. Until I take into account the scale of blender imports seems double since scale of .5 instead of 1 matches the size of the unity cube. So i'm still off by half scale but it seems to sort of make some sense.

I tried changing the scale and dimensions in blender but no matter how I try to change things they seem to import as Scale=1 = 2 unity units. So I could always just fix by setting Scale Factor = 0.5 but i'd prefer to know why.

Thanks, Doc

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