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Changing Scale Effect Physics?
Heres my scenario. I have a game that is top down, and I am using unity's physics. I have everything working just that way I want it to. I have a small problem when I try to do a zoom in and out on the game world. For the zooming I scale the parent game object this contains all the meshes, colliders, and rigidbodies of the world. I find that once the scale is changed the physics is thrown off especially, any place that I do anything with adding forces (example on my games jump ramps I add force to my rigidbody). Is there anything I can do to fix this. Last piece of information moving the camera closer or further away is not an option.
You really really really should consider moving the camera. I know you've said it's not an option. So, you have a 1m cube, made of stone. How heavy is it? You scale this down to 1cm by 1cm by 1cm, how heavy is it now? What force do you need to make it travel at 10m/s? What's gravity in this small world? Adjusting all the physics properties to cope with scale sounds a nightmare to me. I'm not sure how forces get affected by change of scale, because that doesn't happen in the real world.
Yeah the more I think about it. The more it looks like I will have to modify the camera's position.
Answer by screenname_taken · Jul 10, 2014 at 05:55 PM
You need to change the camera. If you can't physically move it up or down, just change its field of view. If you scale the world without changing it's attributes like mass then of course it'll brake physics. Physics take into consideration the mass and size of the mesh. It's why it's advised to keep stuff in proportion. Like 1 square is 1 meter and stuff like that.
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