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Quick Question about scene scale
Hi Unity Experts,
A real quick question about size and scale and good practice for IOS development...or game development in general for that matter.
I am making a 2D game for IOS, it's a pixel art style game.
I have created the BG for one of my levels and I made it pixel for pixel size with regards to the iPhone 5 screen size. So the png I eventually imported was exactly 640×1136 pixels.
I wanted a 1 for 1 ratio in Unity, so i created a huge plane of x640 / y 1136. Is this a bad idea, or is it all relative so it doesn't matter?
For example - i have to use massive addforce values to hit my ball down the fairway (10000 force by 800 height) and I had to up the gravity from 9 to about 50 to stop the ball looking like it was floating.
The build seems to run ok on my iphone, but it is still quite empty.
Does it matter that I'm working to this scale - will it affect my inputs when dragging about etc? I thought it best to ask before I carry on as I've ploughed many hours into this so far, as all the tutorials I follow have tiny little scenes in comparison to what I'm doing.
Thanks for any advice.
You should keep the scale relevant, 1 unit-> 1m. I think the Physics engine is based on this. You say you want a ratio if 1:1, that means you want the field to be 1km long. I am no golf player but that sounds like a huge field isn't it?
So how big should my plane be if my png is 1128 x 3232 pixels? That's basically the size of the hole and the player has to scroll around it on the iphone screen of 640 x 1136.
So my plane object in Unity currently is X 1128 / Y 3232 / Z 1. Yes, it's pretty big. However, after many hours of tweaking I have a realistic looking mechanic with a ball that flies, bounces and acts normally.
I was just wondering if my scale would have any impact on performance?