I’ve been using the default value of 100 so far. What do you guys use and why? Is using a certain value other than the default better? Why?
ta!
I’ve been using the default value of 100 so far. What do you guys use and why? Is using a certain value other than the default better? Why?
ta!
I’m very new to these 2d tools, but try to learn them and use in my new games.
For the moment I prefer to use the default 100. That is make some textures of the necessary size, then import them and use this 100 to make all the textures of a respective size. Then if I need to make some game objects larger or smaller, I will change their local scale, but by default it’s (1, 1, 1).
It really depends on your game. A value of 100 means that unity will see every 100 pixels as a single world unit.
In that case, a 200 pixel high sprite will be treated as a 2 metre high object.
AFAIK, Unity uses Box2D under the hood for 2d physics. This physics engine works bests with dynamic (i.e. moving) objects that are between 0.1 10 metres in size. Static objects can be 50 metres or more…
I find it best to size all of your game art correctly outside of unity and import all of it with the same pixel to unit value.
It kinda depends on the type of game, what size objects you are using, whether you’re using the built-in physics and want a reasonable scale etc, what kind of camera you’ve got set up, whether you’re zooming, etc.
I also design my graphics at the resolution I desire outside of Unity and also stick to the default when importing.
Thank you for this concise explanation.