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Calibrating scale and keeping it consistent, any advice/good practices?

Discussion in 'General Discussion' started by JovanD, Apr 21, 2014.

  1. JovanD

    JovanD

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    Jan 5, 2014
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    When making a first person game there come times when character feels either like a child or a giant or sometimes parts of scene seem a bit off due to inconsistent scale between objects.
    So do you guys have any advice on how to keep the scale/size of objects consistent and feel natural?
     
  2. techmage

    techmage

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    Oct 31, 2009
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    1 unity = 1 meter

    Use real world units and standard architectural measurements, these things are published everywhere. If you really must 'artistically scale' things then do so.
     
  3. angrypenguin

    angrypenguin

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    This, though deviating from standard architectural sizes for usability is quite alright.

    Unless you're making something on a huge or tiny scale there's no reason not to just make things real sizes and stick to the simplest scale system possible. Since Unity's physics are set up by default for 1 unit = 1 meter, why deviate from that? What is it you think you might gain from doing so?
     
  4. JovanD

    JovanD

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    I meant size of models in relation to each other, and guess il just have to use cube as ruler and eye-ball it for consistency.
     
  5. angrypenguin

    angrypenguin

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    I know, but you need to keep everything consistent. Perhaps you're not using physics, but if you were then if you make all your stuff over or under sized then will feel really off. It can be calibrated for different scales, but why go to the effort?

    Eyeballing for consistency sucks, but unfortunately it's the most straightforward approach at times if you're using models from inconsistent sources with undocumented scales (as is so often the case!). If you're making your own models, though, set up your modelling package to match whatever scale you're using in Unity, then measure things properly in there and make them to scale in the first place.

    Engines can often run more efficiently if they're not re-scaling things on the fly, and Unity is no exception to this. So getting things right before you import them and then making sure their scale is (1,1,1) in the scene not only helps workflow and reduces potential errors, it also might help your performance.