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Does scale matter?
Do the scale of the GameObjects, including lights and meshes, (and, in conjunction, all other calculations) affect the performance of computations, compilations, and/or gameplay? Also what about file size?
For example, if I made a scene in 1/10th of the scale of the standard Scale unit, would it be easier for the computer to run between compilation, computation, and gameplay?
Off the cuff, without doing much experimentation and just applying a bit of common sense, I'd say no. The scale doesn't affect the number of faces and vertexes in a scene. Nor does it affect the number of lines of code executed during a frame. Therefore, rendering time and computation times are unaffected. Using a known scale and working from that just affects design decisions. A space game, for instance, might use 1 unit equaling a light year or AU, and adjust physics values accordingly. As far as file size is concerned, your file size might actually increase, because a Scene file is basically just a flat text document. Adding all those decimal points and precision values will cause more information to be written to the file, though the difference likely will be negligible.
Answer by Bunny83 · Sep 11, 2017 at 08:04 PM
In terms of performance and file size there's no difference whatsoever. However it can have effects (most the time negative).
For example the physics system is designed for 1 unit == 1 meter. If the scale gets too small the collision detection might have trouble to properly detect collsions as any hardcoded epsilon values can't be changed,
On the other hand if the scale gets too large, position values get more and more inaccurate the further away you get from the world origin.
What's the reason why you scaled everything down? It just makes navigating the scene view more difficult. You can accelerate your movement in the scene view but you can't really slow it down.
I didn't actually do it. I was just wondering just so I knew if that were an option.
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