[Blender→Unity] Colliders Become Huge After Importing an FBX: Cause and Fix

Published: September 20, 2026
For: Anyone who imported an FBX from Blender into Unity and found colliders or child objects unexpectedly huge

The problem

You export a model from Blender and import it into Unity, and the Armature's Scale is 100. The model itself looks the right size, but a collider attached to a bone ends up 100 times larger.

Unity Scene view comparison. A radius-0.3 collider attached under a bone is a 30 cm sphere on the correct model, but on the model with Scale 100 it becomes a 30 m sphere around the 1.8 m model

Clicks and raycasts start hitting places that have nothing to do with the model.

Cause (in short)

The Scale inside the FBX was 100, so a collider added in Unity became 100 times larger than intended.

Cause (in detail)

With Blender's default export, the FBX declares "1 unit = 1 cm", while the vertex coordinates are written as "1 unit = 1 m" numbers. To bridge that 100x gap, Blender puts a scale of 100 into the Transform inside the FBX.

Unity, for its part, follows the "1 unit = 1 cm" declaration and imports the mesh and bone coordinates scaled by 0.01 (the import settings show "1cm (File) to 0.01m (Unity)"). That 0.01 and Blender's 100 cancel each other out, so the model ends up the right size.

The 100 stays in the Transform, though, so colliders and child objects you add later become 100 times larger — which is how the giant collider happens.

Fix

  • In Blender, apply the scale with Ctrl+A → Scale first, then set Apply Scalings to FBX All in the FBX export
  • After importing into Unity, check that the import settings show "1m (File) to 1m (Unity)" next to Convert Units

Environment

Item Version
Blender 5.0.1 (English UI)
Unity 6000.0.58f2
(Unity 6, English UI)
Test model 1.8 m tall cylinder
+ 3 bones (Bone0-2)
skinned with automatic weights

Fix in detail: exporting with Scale 1

The steps below show, on the actual screens, how to export an FBX that comes into Unity with Scale 1. After that, you will find the steps to reproduce the problem.

Step 1: Check that the object scale is 1

Select the armature (and the mesh), then open Object Properties (the orange square) in the icon column on the left of the Properties editor at the bottom right. If Scale under Transform is anything other than 1.000 (such as 0.010), apply it in Step 2.

Step 1. Blender's Properties editor with Object Properties open in the left icon column, showing the Armature's scale as 0.010 on X, Y and Z

Step 2: Apply the scale with Ctrl+A → Scale

First select both the armature and the mesh in the Outliner (with only one selected, the scale is applied only to that one).

Preparation for Step 2. Armature and Body are both selected in the Outliner, and both are outlined in orange in the 3D Viewport

Then move the mouse over the 3D Viewport, press Ctrl+A and choose Scale in the Apply menu. The scale becomes 1.000 and the model keeps its size. If the scale was already 1 in Step 1, you can skip this step.

Step 2. The Apply menu opened with Ctrl+A in Blender's 3D Viewport, with Scale highlighted

Step 3: Open File → Export → FBX

From the File menu at the top left, hover over Export and choose FBX (.fbx).

Step 3. The File menu with Export opened and FBX (.fbx) chosen in the submenu

Step 4: Set Apply Scalings to FBX All

On the right side of the export window, Apply Scalings in the Transform panel is set to All Local by default. Open the drop-down and choose FBX All.

Step 4. The Transform panel of the FBX export window. The Apply Scalings drop-down is open, listing All Local, FBX Units Scale, FBX Custom Scale and FBX All, and FBX All is chosen

Result of Step 4. Apply Scalings is set to FBX All

FBX Units Scale gave the same result in our tests.

Step 5: Click Export FBX

Enter a file name at the bottom and click Export FBX at the bottom right.

Step 5. The bottom of the export window with a file name entered and the Export FBX button on the right

Check 1: Unity's import settings show "1m (File) to 1m (Unity)"

Put the exported FBX in Unity's Project window and click it to select it.

Preparation for Check 1. The FBX inside Assets/Fbx is selected in Unity's Project window

Selecting it brings up the Model tab in the Inspector. If it says "1m (File) to 1m (Unity)" next to Convert Units, no unit conversion is happening.

Check 1. The Model tab of Unity's FBX import settings, showing 1m (File) to 1m (Unity) next to Convert Units

Check 2: The Armature's Scale is 1

Place the FBX in the scene and select Armature. If the Transform scale is 1, you are done.

Check 2. The Inspector of the Armature from an FBX exported with FBX All. Scale is 1 on X, Y and Z

A radius-0.3 Sphere Collider attached under a bone now stays at the intended 30 cm radius.

Check 2. On the model exported with FBX All, the radius-0.3 Sphere Collider only slightly sticks out of the cylinder, the intended 30 cm size

Reference: exporting from a script

In a script, Step 2 is transform_apply and Step 4 is apply_scale_options.

import bpy

armature = bpy.data.objects["Armature"]
body = bpy.data.objects["Body"]

bpy.ops.object.select_all(action='DESELECT')
armature.select_set(True)
body.select_set(True)
bpy.context.view_layer.objects.active = armature
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)  # Step 2

bpy.ops.export_scene.fbx(                     # Steps 3-5
    filepath="model.fbx",
    use_selection=True,
    apply_scale_options='FBX_SCALE_ALL',      # Step 4: Apply Scalings = FBX All
)

How to reproduce the problem

The steps below reproduce the problem.

Reproduce 1: Export with Apply Scalings left at All Local

Open File → Export → FBX and export without changing Apply Scalings from All Local.

Reproduce 1. The Transform panel of the FBX export window with Apply Scalings at the default All Local

Reproduce 2: Import into Unity and select the Armature

Place the FBX in a Unity scene and select Armature. The Transform scale is 100 on X, Y and Z. The model still looks 1.8 m tall, not huge.

Reproduce 2. Unity's Inspector for the Armature of an FBX exported with default settings. Scale is 100 on X, Y and Z, and Rotation X is -89.98

Reproduce 3: Attach a collider under a bone

Add a Sphere Collider as a child of Bone1 and set its radius to 0.3 (meant to be 30 cm).

Reproduce 3. The Inspector of the Sphere Collider with Radius set to 0.3

In the Scene view, the collider is a sphere with a 30 m radius. The model itself is a small dot at the center.

Result of Reproduce 3. Unity Scene view. The Sphere Collider that should have a 0.3 radius is a huge 30 m sphere around the 1.8 m model

Summary

  • Scale becomes 100 because the default export writes the FBX in centimeters, and Unity's 0.01x is canceled out by a 100x on the objects
  • The model looks the right size, but colliders and child objects under the bones become 100 times larger
  • Apply the scale with Ctrl+A and export with Apply Scalings: FBX All to get Scale 1 in Unity
  • After importing, check that the import settings say "1m (File) to 1m (Unity)". Keep Convert Units on

Missing bones are a separate problem with a different cause and fix. See [Blender→Unity] Bones Missing After FBX Export: Cause and Fix.

Models built with this pipeline run in PoseMirror, a free tool that turns a photo into a 3D pose.

A model imported with these FBX settings, running in the browser.

The quickest way to check a Blender→Unity setup is to rotate the real thing.

▶ Open the 3D drawing mannequin that uses this model