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Standard Sizes for player
Hi everybody!
Just wanted to know, in general, what would the standard size for player be?
My character controller is 6 high and 0.96 in radius. The tiling I use with the standard Unity grass textures is 3x3.
Too big, too small, or doesn't it matter?
Answer by Justin Warner · Mar 28, 2011 at 09:54 PM
http://unity3d.com/support/documentation/Components/class-Rigidbody.html
"Mass The weight of the object in kilograms. It is recommended to make masses not more or less than 100 times that of other Rigidbodies."
"Unity's default unit scale is 1 unit = 1 meter, so the scale of your imported mesh is maintained, and applied to physics calculations. For example, a crumbling skyscraper is going to fall apart very differently than a tower made of toy blocks, so objects of different sizes should be modeled to accurate scale."
"If you are modeling a human make sure he is around 2 meters tall in Unity. To check if your object has the right size compare it to the default cube. You can create a cube using GameObject->Create Other->Cube. The cube's height will be exactly 1 meter, so your human should be twice as tall."
Maybe help with the sizes...
Good luck!
Edit: Sorry, for the textures, I think that all depends on the resolution, quality, and everything... If you have a huge 4000+ pixel by 4000+ pixel texture, I'd think it could be used more... But I'm not 100 on this, makes sense to me though.
Thanks dude! That means you can create one HUGE playable area in Unity :)
Close... But, the standard texture size is anything of a power of 2... Anything else wastes space... That's why RA$$anonymous$$ is always a power of 2 and stuff...
Answer by efge · Mar 28, 2011 at 09:59 PM
All things are relative. :-)
The sizes of your scene and models are measured in game units. Unity default unit is one meter. But this could also be meters or feet or whatever. Also the weight of an object is only a number. All you have to care about is to find the right relation between size, texture resolution, mass, forces etc.. (A lot of fine tuning is required to get the right "feeling".)
So yes, in theory it doesn't matter.
But starting with "real world" values and the right scale makes life much easier.
Thanks man! Luckily i got all the scales correct, so if my character walks, the ground underneath doesn't look to slow or to fast.
Answer by Statement · Mar 28, 2011 at 10:01 PM
Too big, unless you're making a giant mech monster.
The units in Unity3D are meters. So your character should be somewhere between 1.6m to 2.2m tall and similarly you can get a proper radius. If you don't respect the units 1 unit = 1 meter, then you will have problems with physics and audio since they are based on this scale.
I am not sure about the asset store and such, but if I bought assets I'd be quite happy if they were standardized to this convention so I don't have to rescale bought art.
Physics isn't really based on 1 unit = 1 meter; that's because of the default gravity in the physics settings. Change that, and physics can use whatever scale you want, keeping in $$anonymous$$d the limits of floating point math of course. (In particular the physics engine doesn't like small scales; it's better to make a pinball game for example where the ball is 1 unit in size, and scale everything else to match.) Likewise, audio can be changed for any scale without difficulty. Units are whatever you say they are. 1 unit = 1 meter is fairly common, but not a rule.
If you start changing the unit scale you need to change the gravity. You'd probably need to start adjusting sleep velocities, penetration thresholds and other settings as well. Light attenuation in shaders have to be adjusted. Sound has to be adjusted. I'm not saying it's impossible but there's a lot of existing stuff that expect 1 unit = 1 meter :)
That is - unless you plan to be working in a big/small scale (like "attack of the giants" or "attack of the micromen" (imaginary titles)), then existing settings would make more sense.