Physics vs. Object Size

The physics in my racing game seems kind of slow, so I’ve read many posts that suggest this is due to my objects being the wrong scale. I understand this… but does doubling my gravity (-9.81 to - 19.62) achieve the same result in the physics engine as scaling all of the objects in my scene to half size?

I ask this because it is much easier for me to crank up the gravity then scale down all of my objects. But someone on another forum told me that the two techniques will produce different results. Assuming my cars are at approximately real world units (nothing incredibly huge or incredibly small), I believe the two techniques should produce the same results. Am I right or wrong?

Thanks!
Shawn

You’re wrong I am afraid… This is the nature of physics calculations, and this is the expected behavior in all good physics engines.

You need to use real life units for your objects, in others words, you cannot have a car with 100 meters length :slight_smile: