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Question by GC1983 · Jan 05, 2012 at 07:47 PM · physicsscale

Scaling Objects Mess with Physics?

If objects with our without a rigidbody that are scaled much larger than their default size, does it mess up the physics?

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avatar image Bytebait · Jan 06, 2012 at 08:41 PM 0
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I haven't seen a negative side from objects size 1 or greater. Only issue I've read for large (very large) is that the scene should not excede 20km as you'll start to see floating point issues. The only issues I've had were my fault and not the engines.

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Answer by DGArtistsInc · Jan 06, 2012 at 03:35 AM

Are you asking whether the size of the object messes up the physics? the answer is no it doesn't. Or are you asking if the size of the object affects its gravity and the answer to that is also no. Try editing the question so we can understand it better. and without a rigidbody what physics are there?

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Answer by GC1983 · Jan 06, 2012 at 04:19 AM

Hmm. Isnt gravity a part of physics? Im finding otherwise. Im trying to add Simple Path to an already made game that is scaled about 100x bigger than default size and instead of the object going straight to each node in the pathfinding, it rubberbands around the node until it finally gets a grip and catches the node. It does this because I had to up the speed and acceleration of the object. Because of its size, it moves very very slowly at the default speed created by Simple Path. It seems to act that since its bigger in size, its forces are changing.

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avatar image Owen-Reynolds · Jan 06, 2012 at 05:01 PM 1
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$$anonymous$$ost movement scripts check for close enough to the waypoint: "if within 1 meter." For normal speeds, that's a big enough circle that you're not going to overshoot. Ex: 60mph is 30m/s which is 0.6m/physics step. The exact number isn't important, as long as it is big enough to prevent overshoots.

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Answer by GC1983 · Jan 09, 2012 at 11:53 PM

I just shrank down everything to 1 meter. All works well now. Thanks for your feedback.

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