In this guide
Find the first stage where the asset changes size or rotation origin: source geometry, export, importer, prefab or placed instance. Fix that stage and reimport a clean test. Scaling every placed object can make one scene look correct while leaving animation, collision and modular snapping inconsistent.
Use a known-distance reference and record the engine and importer version. An isolated barrel or chair can look plausible at almost any size. A measured reference makes the conversion test repeatable.
Separate three different problems
Size, orientation and pivot are related but not identical. First establish the imported bounds. Then inspect the local axes. Finally rotate the asset around its intended origin. A bounding box can be correct while a door still rotates around the center of the building.
| Symptom | Inspect first | Do not hide it with |
|---|---|---|
| Every imported asset is uniformly too small | Export units and importer scale | Per-instance scaling |
| One asset is wrong | Source transforms and export preset | A project-wide conversion change |
| Size is right, rotation is wrong | Axis conversion and hierarchy | Arbitrary parent rotations everywhere |
| Rotation sweeps around a distant point | Source origin and parent transforms | Moving the visible mesh alone |
Unity’s Model import documentation describes scale and mesh-import controls.1 Record what your actual importer does; native FBX import and an installed glTF importer may have different settings and behavior.
Run a clean import test
Create a temporary test scene in the receiving project. Place a known-size reference and import one untouched source export. Keep the imported object separate from gameplay scripts and scaled parents. Measure bounds using the project’s tools, then place the asset on the intended grid.
Save the source revision, export preset, importer settings and observed dimensions. If the test fails, change one stage and export a new revision. Keep the previous file so you can establish which change resolved the mismatch.
For an illustrative unit test, a source object intended to span one meter should span that distance in a project configured around that convention. This is a test condition, not a universal claim about every engine’s units. A centimetre/metre mismatch produces a factor-of-100 discrepancy; the numerical relationship helps identify the conversion rather than justify a permanent workaround.
Choose a pivot for the intended operation
A door usually needs a hinge origin; a floor module may need a corner or bottom-center origin aligned with the kit. A carried prop needs its attachment relationship defined. Write the operation into the brief so an artist is not guessing which pivot is convenient.
After correcting the pivot, test collision, attachment locations and neighboring modules. Reimporting geometry can change dependencies even when its appearance remains similar. Use the socket handoff guide and modular kit checks where relevant.
Retest existing instances deliberately
Identify whether the project has compensated with instance scale or parent transforms. Correcting the source and leaving those compensations in place can apply the fix twice. Update a controlled instance first, compare the result and document the required migration for the others.
Download the scale and pivot diagnosis sheet. Keep it with the game-ready acceptance checklist. The Rendora game workflow helps organize supplied asset evidence and delivery packages; final placement behavior is checked in the receiving engine.
Import questions
Should I apply all transforms before export?
Use the export convention agreed for that asset type. Inspect the result in the receiver; blindly applying transforms can affect rigs or established attachment relationships.
Is a correct preview enough?
No. Check measured scale, rotation behavior and the intended receiving operation together.
References
- Unity, Model import settings, checked October 26, 2026.
About this guide
Rendora publishes practical guides for teams working with configurable 3D assets and traceable production handoffs. Updated October 26, 2026.
