x


Standard Sizes for player

Hi everybody!

Just wanted to know, in general, what would the standard size for player be?

My character controller is 6 high and 0.96 in radius. The tiling I use with the standard Unity grass textures is 3x3.

Too big, too small, or doesn't it matter?

more ▼

asked Mar 28 '11 at 09:48 PM

Henri 1 gravatar image

Henri 1
94 18 19 22

(comments are locked)
10|3000 characters needed characters left

3 answers: sort voted first

http://unity3d.com/support/documentation/Components/class-Rigidbody.html

"Mass The weight of the object in kilograms. It is recommended to make masses not more or less than 100 times that of other Rigidbodies."

"Unity's default unit scale is 1 unit = 1 meter, so the scale of your imported mesh is maintained, and applied to physics calculations. For example, a crumbling skyscraper is going to fall apart very differently than a tower made of toy blocks, so objects of different sizes should be modeled to accurate scale."

"If you are modeling a human make sure he is around 2 meters tall in Unity. To check if your object has the right size compare it to the default cube. You can create a cube using GameObject->Create Other->Cube. The cube's height will be exactly 1 meter, so your human should be twice as tall."

Maybe help with the sizes...

Good luck!

Edit: Sorry, for the textures, I think that all depends on the resolution, quality, and everything... If you have a huge 4000+ pixel by 4000+ pixel texture, I'd think it could be used more... But I'm not 100 on this, makes sense to me though.

more ▼

answered Mar 28 '11 at 09:54 PM

Justin Warner gravatar image

Justin Warner
6.3k 19 27 65

Thanks dude! That means you can create one HUGE playable area in Unity :)

Mar 29 '11 at 08:20 AM Henri 1

I think the standard textures for unity is 512x512

Mar 29 '11 at 08:21 AM Henri 1

Close... But, the standard texture size is anything of a power of 2... Anything else wastes space... That's why RAM is always a power of 2 and stuff...

Mar 29 '11 at 12:17 PM Justin Warner
(comments are locked)
10|3000 characters needed characters left

All things are relative. :-)
The sizes of your scene and models are measured in game units. Unity default unit is one meter. But this could also be meters or feet or whatever. Also the weight of an object is only a number. All you have to care about is to find the right relation between size, texture resolution, mass, forces etc.. (A lot of fine tuning is required to get the right "feeling".)

So yes, in theory it doesn't matter.
But starting with "real world" values and the right scale makes life much easier.

more ▼

answered Mar 28 '11 at 09:59 PM

efge gravatar image

efge
5.1k 5 14 38

Thanks man! Luckily i got all the scales correct, so if my character walks, the ground underneath doesn't look to slow or to fast.

Mar 29 '11 at 08:21 AM Henri 1
(comments are locked)
10|3000 characters needed characters left

Too big, unless you're making a giant mech monster.

The units in Unity3D are meters. So your character should be somewhere between 1.6m to 2.2m tall and similarly you can get a proper radius. If you don't respect the units 1 unit = 1 meter, then you will have problems with physics and audio since they are based on this scale.

I am not sure about the asset store and such, but if I bought assets I'd be quite happy if they were standardized to this convention so I don't have to rescale bought art.

more ▼

answered Mar 28 '11 at 10:01 PM

Statement gravatar image

Statement ♦♦
20.1k 35 70 175

Physics isn't really based on 1 unit = 1 meter; that's because of the default gravity in the physics settings. Change that, and physics can use whatever scale you want, keeping in mind the limits of floating point math of course. (In particular the physics engine doesn't like small scales; it's better to make a pinball game for example where the ball is 1 unit in size, and scale everything else to match.) Likewise, audio can be changed for any scale without difficulty. Units are whatever you say they are. 1 unit = 1 meter is fairly common, but not a rule.

Mar 28 '11 at 10:26 PM Eric5h5

Will keep in mind. Thanks!

Mar 29 '11 at 08:22 AM Henri 1

If you start changing the unit scale you need to change the gravity. You'd probably need to start adjusting sleep velocities, penetration thresholds and other settings as well. Light attenuation in shaders have to be adjusted. Sound has to be adjusted. I'm not saying it's impossible but there's a lot of existing stuff that expect 1 unit = 1 meter :)

Mar 29 '11 at 10:21 AM Statement ♦♦

That is - unless you plan to be working in a big/small scale (like "attack of the giants" or "attack of the micromen" (imaginary titles)), then existing settings would make more sense.

Mar 29 '11 at 10:23 AM Statement ♦♦
(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x388
x286
x31

asked: Mar 28 '11 at 09:48 PM

Seen: 2016 times

Last Updated: Mar 28 '11 at 09:48 PM