Seems like all the default settings in Golaem are set up on the assumption that Maya's default units are meters and not cms.
Nicolas explained why this is in one of last year's Golaem Academy videos, and while it made sense (and cleared up some confusion for me even though I'm a 20+ year Maya user), as I'm learning Golaem it is leading to a lot of confusion about how to deal with this when working at a different scale.
In particular I'm using assets from the character pack with an environment that is 100x larger. In practice, this seems to be how most studios use scale in Maya, with one unit equaling one centimeter, not one meter, so environments and other assets are generally x100 larger than anything in the Golaem character pack.
Currently I'm trying to use the most basic beGoto and beNavigation nodes with some characters to set up some pedestrians. The beGoto is working, but the characters are barely moving because of the exponentially larger scale. What's the correct workflow for scaling velocity in this scenario? Can't see anything obvious on this node.
With cars I had a similar problem but was able to increase the speed in the beTraffic node to get an acceptable result. Not sure if this is the correct method either though.
Would it not be possible to build a "world scale" attribute into Golaem somewhere to deal with this scale problem, which presumably crops up a lot.
Failing that, would be great if there were some practical tutorials addressing this issue specifically.