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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
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Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – changing the FBX import scale settings


Let's revisit the FBXImporter and crank up the scale to make our models the proper size with no breakage.

  1. Click on the blue HandsAndTray model in the Project panel. The FBXImporter will appear in the Inspector panel.

  2. Change the Scale factor near the top of the FBXImporter from 0.01 to 0.03.

  3. Click on the Generate Colliders checkbox. (We'll find out what this does very shortly.)

  4. Click on the Apply button near the bottom of the FBXImporter. You may have to scroll down, depending on your screen size.

You should see the handsAndTray models scale up within the Game view to a reasonable size. That's better!

Tip

Auto-generating colliders

The checkbox that we ticked in the FBXImporter tells Unity to put a collider cage around our model once it's imported. You may remember that the spherical Ball GameObject and the cubic Paddle GameObject both got their own collider Components when we created them—a Sphere Collider for the Ball, and a Cube Collider...

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