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Question by br.glen23 · Mar 06, 2014 at 09:47 PM · scalecoordinates

Question about creating large scale games in Unity

Hello, I am making a space simulator. As with many games set in space, you are able to travel pretty fast and go pretty far. For example in my game all my ships are modeled to scale in blender and are anywhere from 20m to over 2km in length(the player ship is roughly 160m long). The ships are going to be normally traveling at 1000m/s and will utilize a "warp drive" of sorts for up to 3e8 m/s(speed of light rounded).

My question is how should I handle gameObjects within the Unity coordinate system so that objects will stay close to 0,0,0? Also, should I scale my ships and universe down? And how would write a script to scale objects down to make them appear smaller(yet close to 0,0,0)?

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avatar image SirCrazyNugget · Mar 06, 2014 at 09:59 PM 0
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Why not just change the "Scale Factor" when you're importing them?

Or should you require to scale them after that just create a script to scale it and attach that as a component?

avatar image robertbu · Mar 07, 2014 at 12:23 AM 0
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This issue has come across this list and Unity Forums a number of times. Various issues and solution were presented including rescaling the universe, resetting the origin, and the use of a new class of Vector3s composed of doubles ins$$anonymous$$d of floats. Don't know what you need specifically for your game, but if you do some thrashing around with various search terms, the information is there.

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