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Question by GoneMadStudios · Mar 02, 2018 at 09:30 AM · scenesizezoomunitsbig

Is there any problem with working with big units?

I'm making a 2D platformer. For the sprites, I've adjusted the "Pixels per Unit" to 1, so each pixel of the sprite is equivalent to 1 Unity-unit. This makes scripting much easier, because I can adjust the sprite to integer positions, and make sure that the pixels get perfectly alligned.

For seeing the whole scene, I have to zoom out quite a bit, and the same goes for the camera (size = 200 aprox). I don't have any level yet, but I guess they will be like 1000-2000 units long.

It works fine, but I'm wondering if this will have any effect on the game's performance or something...

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avatar image TreyH · Mar 02, 2018 at 04:59 PM 1
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In my experience, the only notable consideration with "large" units will be floating point truncation error, as transforms store position as 3 floats. This will not become an issue unless you end up with position values with components in the hundreds of thousands, which will give a "snapping" effect on your object locations and might goof with your pixel-perfect positioning.

For performance, the size of objects or camera scope will not matter. Viewing an object scaled to 9000x its size is no different that viewing it normally.

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Answer by Naphier · Mar 02, 2018 at 08:11 PM

You may end up with floating point precision (7 digits) issues on the transforms eventually, but I'm not sure you should worry. Your position at x = 10,000,000 could be interpreted as 10,000,000 - 10,000,009.

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