Does the size of physics driven objects, or even the size in general, have any impact on performance (even the smallest one) ?
Like, is it better for physics to keep a 1 : 1 scale, or it doesn’t matter to have huge objects ?
On the other hand, does having 4 digits before coma in transforms have an impact ?
ex : is position at (3.73893, 7.32789, 8.23789) faster than position at (1700.73392, 8900.77822, 89221.78821) ?
Asking that because I modeled my chars with 10 times higher proportions, which lead to coords with 3 digits before coma. And I feel it would be better to script a global converter inside my 3D tool than to just import it in a scaled down container under Unity.
Also, my graphic card (GTX280) starts to make artifacts under Cinema 4D when objects are reaching a huge size, like 5 km long buildings.
One number uses the same number of bytes as any other number. How many digits you see is irrelevant; computers don’t use decimal, they use binary. Scale only has any performance impact if you’re using anything other than (1,1,1), because then it has to do extra calculations, but for most things it won’t be that noticeable.
Well, no, units are arbitrary…you can use meters, feet, furlongs, parsecs, whatever, as long as you keep them consistent. It’s all basically meaningless aside from the fact that “2” is twice as much as “1” and so on, but exactly what “1” and “2” (and any other number) is, is up to you.