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Does scaling with the scaling tool gives proper size/physics?
I've read the manual material on the rigidbodys and the importance of scale(I asked a similar question a few days ago, but this one is somewhat different). There said that the best way to maintain scale is to model in proper scale, the second way is to remport the model. Ok, if the first way is impossible now. The second one is too time consuming becouse the model consists of lots of objects. Will it be ok with the physics simulations if I just scale the model with the scaling transform in Unity, taking the cube as a unit of measurment. So, for example, I need the model to be 10 meters. I create a cube with scale 1-1-10 and just scale the model to 10 "cubic" units, no matter how small or big it is before scaling. Or if it will ruin physics if I just reimport the parts of model that take part in the simulation will it be ok this way?
When they say reimport the model, they mean in the import settings, you can change the scale factor, and Unity will reimport everything for you.
Yes, I understand that. But to change scaling factors and then to reimport meshes for 100-200 parts of the model takes a lot of time, that's why I asked if it were ok to just scale the model with the scaling tool and then use physics on it.
Answer by Mike 3 · Jul 26, 2010 at 04:33 PM
It's usually ok, but there are some times when it really screws up. The most hilarious example I've seen is a vehicle script which makes the wheels explode off the car if you even remotely touch the scale
My advice would be to backup the project, scale, then test rigorously
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