First I’d like to say that this is new territory for me, so I apologise if I use terminology wrong or if there’s something explained in a weird way.
I recently became aware of that Unity is made for assets of a certain scale. What I mean is that there is a “correct” size for objects in Unity, more importantly a “correct” scale of complete scenes and their objects.
I’ve read that 1 unit in Unity is equal to 1 meter. So what I did was to create a grid texture on the terrain with tiles of 1x1 unit (meters). Then dodgy stuff started to happen in the editor:
- This resulted in that I had to zoom in a lot more that I am used to, making the movement speed of the camera (editor camera, not game cameras) really fast and very hard to control. Even the slightest push of a button would move it 2-3 meters.
- Default objects such as the plane appeared to be huge by default, 10x10 meters to be specific. This was at a default scale of 1 on the plane. I ended up having to give it a scale of 0.1 to make it correct in the environment and for my desired use.
- The default skin width of the character controller was way to thick for this scale, resulting in characters hovering in the air without actually touching the ground. I had to turn down skin width to minimum (0.0001).
What I also started to get problems with was mipmaps (sorry if I am using the term incorrectly). When GameObjects were of correct size in their environment, they were far to small according to the mipmaps, making the textures blurry.
I hope someone can shed some light on the issue. If the scale solution does not solve the mipmap issue: How do I deal with it if objects are correctly sized in the scene but the mipmaps overlay says it’s to big/small?
Thank you