Quick answer: Set Unit Scale to 1.0 and Length to Meters, set the FBX exporter Scale to 1.00 with Apply Scalings set to FBX Units Scale, then export.
If models leave Blender consistently too big or too small no matter how you scale them, the scene's Unit Scale or the FBX exporter's scaling options are off. These settings multiply together, so a non-1 unit scale combined with the exporter's own scale produces unpredictable real-world sizes.
How to fix it
1. Set the scene to meters at unit scale 1
In Scene Properties > Units, set Unit System to Metric, Length to Meters, and Unit Scale to 1.0 so 1 Blender unit equals 1 meter.
2. Configure the FBX exporter scale
In the FBX export Transform panel, set Scale to 1.00 and Apply Scalings to FBX Units Scale so the exporter does not double-apply scaling.
3. Test against a known-size reference
Import the FBX next to a unit cube in the engine and confirm a 2 m object reads as 2 units. Calibrate once and reuse the same export settings for every asset.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.