Quick answer: Enable Convert Units in the FBX importer (or set Scale Factor to 0.01), and standardize the source app to meters so 1 unit equals 1 meter.

A character that fills the entire scene usually means a unit mismatch, not a modeling mistake. Maya and 3ds Max default to centimeters, but Unity's world is in meters, so a clean export still lands 100x off until you reconcile the units.

How to fix it

1. Turn on Convert Units

In the model's Import Settings under the Model tab, enable Convert Units. Unity then reads the file's unit metadata and scales 1 cm to 0.01 m automatically so the asset arrives at real-world size.

2. Set the scale factor manually

If the file carries no unit data, set Scale Factor to 0.01 for a centimeter file. Apply, then check the mesh bounds in the Inspector to confirm a roughly human-height model reads about 1.8 units tall.

3. Fix it at the source

Set your modeling app's scene units to meters and export FBX with the same unit, so every future asset comes in at 1:1 without per-asset scale tweaks.

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 Unity 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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.