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This question was closed Jan 09, 2016 at 02:15 PM by Le-Capitaine.
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Question by Le-Capitaine · Jan 08, 2016 at 05:49 PM · physicsscalescaledown

Is it worth scaling down a project to 1 unit per meter?

EDIT: Rephrased and re-asked that way, this one will be closed

I'm on a project I didn't quite predict to go this far with and as I'm getting some semblance of thing going, I'm left with an unplanned, inconsistent and not-too-workable scale of about 3-4 units per meter.

Now considering that:

  • I'll have a whole set of player physics to readjust and very likely rewrite parts of

  • I'll have more than a handful of assets, prefabs, and particle systems to go through, but hardly a whole game's worth

  • I'm not intending on much of anything smaller than a penny

  • At the current scale, I still probably won't be having anything happen beyond 2,000-or so units from the origin point, let alone 100,000

  • Global gravity and doppler factor are right there for me to tinker with

  • I'll probably have to redo, or at least rescale my whole test level

Is it worth going through with readjusting for a 1:1 scale? I'm still using built-in physics for a few things; how are they going to take it?

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avatar image tanoshimi · Jan 08, 2016 at 06:00 PM 0
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This is a pretty hard question for anyone else to answer. Even with the information you've provided, there's still other things to consider such as the lightmap resolution, and how many other assets still need to be modelled and potentially readjusted.

Basically, since the scale is arbitrary and the player won't care (or know) what it is anyway, it comes down to a cost-benefit decision of your development process. How much time would it take you now to revise all your assets, and how much benefit would that provide in the long run? I think only you can answer that question.

avatar image Le-Capitaine tanoshimi · Jan 09, 2016 at 06:47 AM 0
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What I'm the most interested in is how the built-in physics will react to the change of scale.

I've read somewhere that scales that aren't 1:1 produced less consistent behaviour on PhysX's end. This will heavily tip the balance in either direction because I'm shooting for as close to deter$$anonymous$$istic as I can manage.

Until a conclusive answer, I've halted any modeling and even if I go through with it, I'll probably just scale down my character models at the prefab level.

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