d-luX
New member
Hello everybody,
I've got a little problem and hope someone can help me.
For testing purposes I created a simple fence model in blender with the dimensions : x = 7m , y = 3m , z = 0.10m (R&S applied)
and imported the fbx to unity.
In unity the dimensions for the T_Block and T_Mesh_B are : 100 x 100 x 100 .
When i select my fence ingame the size is correct (Image1) but when i place my fence then it's very tiny (Image2).
Image1:
Image2:
Does anyone know what I did wrong?
Unity version : Unity 2019.1.0f2 (64-bit)
ExportAssetBundles:
Thanks in advance.
Regards Chris
I've got a little problem and hope someone can help me.
For testing purposes I created a simple fence model in blender with the dimensions : x = 7m , y = 3m , z = 0.10m (R&S applied)
and imported the fbx to unity.
In unity the dimensions for the T_Block and T_Mesh_B are : 100 x 100 x 100 .
When i select my fence ingame the size is correct (Image1) but when i place my fence then it's very tiny (Image2).
Image1:

Image2:

Does anyone know what I did wrong?
Unity version : Unity 2019.1.0f2 (64-bit)
ExportAssetBundles:
Code:
using UnityEngine;
using UnityEditor;
public class ExportAssetBundles
{
[MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")]
static void ExportResource()
{
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObj ect, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.StandaloneWindows);
Selection.objects = selection;
}
}
}
Regards Chris
Last edited by a moderator: