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Question by Aggressor · Oct 02, 2012 at 02:18 AM · scalertsunit

RTS Unit Scale Question: Will Physics Work?

I am doing an RTS

Now in the unity manual it says humans (which my units are) are 2 meters tall.

However with a top down camera I find them to be very small. So I've read you typically scale them up about 3x to make up for this --- however with the unity engine won't this mess up physics?

I will need realistic looking physic effects but from what I understand scaling it to 3x will mess with the physics engine.

Is there a work around for this or a way I can scale the humans up to make them more visible and not have the physics engine treat them like giants?

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avatar image Dreamblur · Oct 02, 2012 at 02:28 AM 0
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You can:

  1. Move the camera closer to your characters.

  2. Customize the values used by the physics engine so that they work with your scaled characters.

  3. Turn off physics and use a faux physics system by manually moving the transforms.

avatar image Aggressor · Oct 02, 2012 at 02:54 AM 0
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1 doesnt work because its too close to see the map.

For 2 and 3 do you have a link I could look at that explores how to do that?

Thanks!

avatar image Dreamblur · Oct 02, 2012 at 03:05 AM 0
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Well, Sol.3 involves moving every single object in your scene manually, and it's not really recommended. I only listed it there as a potential solution.

Sol.2 entails only customizing the values in the physics engine to make it work as you want it to work. I guess most of those values can be found at http://docs.unity3d.com/Documentation/Components/class-PhysicsManager.html and http://docs.unity3d.com/Documentation/Components/comp-DynamicsGroup.html

avatar image Aggressor · Oct 02, 2012 at 03:19 AM 0
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Thank you, appreciate it

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Answer by Muuskii · Oct 02, 2012 at 05:14 AM

In addition to Dreamblur's suggestion of moving the Camera in, you could also adjust the FoV which would give a similar effect. However you say "doesnt work because its too close to see the map"

In which case, if you scaled people up by 3x you would be simulating a world of super huge humans, which violates your requirement of needing "realistic looking physic effects"

You have to make a design choice: Ability to see the map or ability to see humans.

You could very simply attach a zoom function to the mousewheel, as is standard for games now adays and let the user decide what a good value is.

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avatar image Aggressor · Oct 02, 2012 at 03:03 PM 0
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You all raise great points.

Because it's an RTS game Im thinking I will have to sacrifice physics and just do all animations myself.

@Fattie,

The problem I think is the size of the unit relative to the building he's next too. Since I need them to see a significant portion of the map, I will have to zoom out, and blow up the unit size.

@Muuskii,

Im going more for a look and feel like Civilization 5, where units are bigger.

In fact this exact design is what Im looking for here http://roboawesome.com/wp-content/uploads/2010/06/CIVILIZATION-V-E3-2010-Bombard.jpg

To achieve this I assume they must not have used a physics engine but did all the coding by hand yes?

So basically I need to just use all movement i.e. no AddForce, but rather Transform.Translate yes?

avatar image Aggressor · Oct 02, 2012 at 03:38 PM 0
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Sorry about that! Corrected

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