Hi guys, I often read that for using 2D physics, pixel per unit for sprites must be 1 unit per meter.
Does that mean that for a big sprite, 2048x2048px for a real size of 72x72cm I have to set my pixel per unit at… (100cm x 2048px)/72cm = 2800 ?!
If this is the case, I’m having issue with the editor as when I’m zooming to my scene everything just disappear (I guess I’m too zoomed in ?)
I’m kinda lost right now, this is the first time I’m working with high resolution sprites and not pixel art.
Any help would be really appreciated (as I can’t realltywork further without setting me project correctly)
It’s actually quite easy: Just make sure that the absolute size in your scene matches real world units as close as possible, if you want real world simulation. So if your character is 72cm in real life, make his sprite 0.7 units tall. The easiest way to judge this, is by placing a default unit cube next to him and just make the sprite a little smaller.
Sometimes it can be more difficult to work with non-1-scales. This is where PPU comes in. If your character is 256 x 256 and should be 2 units tall (so a very typical setup), I would set PPU to 128.
But again, the actual physics simulation depends on the size of the colliders with rigidbodies, not the PPU setting.