When i opened unity just now, my scene view only draws in a very small margine of distance from the camera.
This wouldn’t be too much of a problem except this margine is so small, I can only see a super tiny amount of the level.
What scale are you working with? Too small/big will cause that.
Im working with big numbers. That wall you see is a little over a thousand units tall. Does unity run better with smaller numbers? I figured it wouldn’t make a difference as long as everything is proportionate.
I think it’s generally best (especially when using physics) to keep at 1:1 scale wherever possible. The scene camera, unlike the proper camera, doesn’t have any options for changing clipping planes, that I’ve found anyway.
You could always try focusing (f key) on the selected object, that might help in most cases.
by 1:1, do you mean have the player object be 1 unit big and everything else sized accordingly? if that’s the case, my player object (a spaceship) is 1.5 cube units.
and on a side note, my game does use physics in a way. Attached to the ship is a ridged body, but that is only because i couldn’t find a way to use a sphere collider with out having a ridged body attached. I changed the settings on the ridded body to not use gravity and freeze rotation. So really the ridget body does nothing and I’d rather get rid of it to make my game run faster (I’m making my game for the iphone).
Well by 1:1 I mean each unit (I think) is 1 meter, so generally things work better if something at 2 meters tall is about 2 units tall and so on. Obviously this isn’t an option with things like huge spacecraft etc. In which case I’d probably do them like a SFX modeler would do for a movie, making a practical model at a more managable size, even if it might be utterly huge, then basing everything else around that (except things like planets and the like, which I’d probably do in a small hidden 3D skybox setup to avoid massive scale issues while keeping the impression of such scales). Things tend to break down the bigger they get or further away from the center of the scene, and if you keep around that scale you shouldn’t be getting any problems visually.
But you also mentioned iphone, so I’m gonna step away because I have absolutely no idea what problems the iphone can bring with it other than it’s got tons of limitations and issues people need to understand to keep things running on it, none of which I’m familiar with unfortunately. I’m sure someone else will jump in who knows more about that kind of thing though!
maybe i should make a post in the iphone section.
thanks for the help!
That’s the nature of float point numbers and hardware too. Basically - if you have too big a scale - you will have troubles. Try to scale down whole world