Hello,
I'm currently learning my way aroudn Unity and the scripting languages and as an exercise, i'm making a little demo application where you can control a spaceship orbiting a planet. I was wondering if it is possible to use a realistic scale?
Size isn't too much of an issue, as the Earth has a radius of 6000km, and i can set the (currently spherical, as I haven't done any modelling yet!) spaceship to have a radius of 1km.
However, the mass of the earth is ~6x10^24, and I'm having trouble working out how to specify this? RigidBody's seem to have a maximum mass of 10000 units? (although as I've done my own gravity model, I can use my own mass value in a script easily enough). I also need to specify the gravitational constant, G=6.7x10^-11.
Obviously, I don't have to use real units, and from a gameplay perspective, realistic scales might not be a lot of fun. But i'm trying to simulate this as a learning exercise, so I might as well try and be as accurate as the engine allows me to be! And watching a satellite trace out elliptical orbits is quite satisfying!
I assume that trying to make planets orbit the sun will be outside the scope of the Unity Engine (even Sins of a Solar Empire shys away from tackling this)... and I assume, if I wanted to pursue this as a game idea, the sensible appraoch would be to use two scales... a solar-system map, and then "planetary orbit" scale for actually flying ships around.
It would be interesting to see what the scale limits are for Unity though :)
Thankyou!