Earlier I posted a question regarding some weirdness with a simple ball and surface simulation. My intention was to create a mini golf game in Unity. I created everything to scale in Unity. A ball which was 0.0427 in diameter (a golf ball is 42.7mm) with a mass of 0.04593 (a golf ball weighs 45.93 gram).
Next I created a terrain which was flat, 8 x 4 and a controller to apply force to the ball.
All seemed fine except for the issue I posted here. With all of the above, the ball kept flicking upwards in certain directions. I eventually figured out this was something to do with the terrain size and if increased, the ball would move as expected in all directions. All good and well. The same happened with custom made 3D models. If I made a model to scale, I would have the same issues with the ball flicking up or colliding against nothing - but scaled up to 10x the size, it worked fine. Perfect, except…
After scaling up the size and mass of the ball and course, everything now seems to run at a horribly unrealistic, sluggish pace. The ball stays in the air for a silly amount of time. I tried fiddling with gravity and various other settings - but couldn’t get it to feel realistic or responsive.
SO…
My question is - how am I meant to correctly scale this? If I scale it to ‘actual’ scale, I get strange collision issues with the terrain and 3D models. If I scale it up, it plays awful. Is there a recommended way I should be doing this?
Thanks in advance,
JM