Turns out that everything is super-sized in the island demo, if you use the physics engine as the reference (gravity = -9.81, so I would expect units of meters). The player character is a good 10 ft tall going by that, and all the other objects are similarly supersized.
It doesn’t help if collaborators view Unity as the highest standard, and the Island Demo is their mark for all comparison. Why listen to me? The pros at Unity made that demo, we should follow in their footsteps. To be fair my partners are a bit more open minded, but it’s a valid point.
Scales and physics out-of-whack is just plain amateurish (unless deliberate, i.e. for some sort of fun-factor), and with the great Unity Technologies doing it, I have to fight a battle and point out that at least Half Life 2 etc. gets it right.
Sure I could increase gravity to account for the supersizing, but what a pain. A professional approach is to pick a unit of measurement for a given product, and be consistent.
Sorry folks, it may seem like small potatoes, but I see it too much, and it’s getting old. Rant over :).
Well on closer examination they have the CharacterController falling at -20 units per sec^2, so I guess they’re almost consistent, but still, why adopt a practice of 1 unit = 18 inches or something like that?
While there is no physics that I’m aware of that would account for the odd values you found in the island demo, don’t be so quick to dismiss scaling for physics as amateurish.
When one is dealing with rigidbody interactions with objects smaller than 1m in size, it’s somewhat of a requirement that you alter the scale of your world.
The FPC in the Island demo is 2 units tall, which in meters would be about 6.5 feet tall. While a bit on the tall side, it’s a far stretch from a 10 foot tall man.