So I started to play around with physics and I noticed a problem: everything is so floaty. I know I could adjust the physics setting but I also ran into some weird physics simulation. Then I read about the unity rigidbody page (
http://docs.unity3d.com/Documentation/Components/class-Rigidbody.html), it says using the right size for object or the simulation may become inaccurate.
quoted from the page:
Use the right size
The size of the your GameObject's mesh is much more important than the mass of the Rigidbody. If you find that your Rigidbody is not behaving exactly how you expect - it moves slowly, floats, or doesn't collide correctly - consider adjusting the scale of your mesh asset. 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.So then I looked at my collider for player and it's 250x400, which means it's 250 meters x 400 meters! That's huge for a player. So I wanted to adjust to something like 1x2 which is 1 meter x 2 meters, but I also wanted to keep the transform scale to 1 so the only thing I can adjust is ortho camera size.
Here the problem comes, I'm using a normal camera of ortho size of 100, if I adjust it to says 10, everything become very small and then I had to adjust the target ortho size in sprite collection so they became the right size, but the whole scene would be messed up -- there are huge gap apart from everything due to the scaling, and it's unpractical for me to rebuild all the scene. Also I was thinking if using 2dtk camera, in which you can't adjust the ortho size at all, what should you do about the size in regards of physics simulation?
Just want to know you guys' solution since everyone here are making 2D games. Does the size matters for 2D game? It surely matters for 3D but what about our situation? I do need to use some intense physics for possible ragdoll but nothing compares to realistic 3D physics. And to adjust all my objects for a hundred-time's-scale to fit the right size doesn't sound practical, especially if using a 2DTK camera such adjust became impossible if you want to keep the transform scale at 1. How you guys think?
Thanks