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Sprint racing limitations

polycounter lvl 12
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HAWK12HT polycounter lvl 12
Hi, having a trouble lightmapping 280,000 world units (standard 3DS max units, grid spacing set to 8 , 16. Standard setup you would do to make UDK levels with 128, 256, 512 scale factors for right proportions)

At the moment scale in lightmap reaches to max at value 1 for any given object, the environment has 3 parts 100,000x100,000 for 2 areas and 80,000x80,000 for last part.

Manual setting of scale in lightmap does work and gives me 1 or 2 lightmaps easy but with higher texel density its making 6 lightmaps at 1k which for mobile is not good and still its blocky.

Roghly how do you approach world building for games like Real Racing 3 or Asphalt 8. Any ideas apart from level streaming which I doubt is supported in Unity and a slight load time while racing will hurt game play.

Thank you

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  • commander_keen
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    commander_keen polycounter lvl 18
    Why is the scene 280,000 units? You should be using one unit per meter. Additionally if you are making a racing game where 1 unit = 1 meter, you should only make a scene about 2000x2000 meters max or you will start getting float accuracy errors (unless you manage that somehow like a floating origin). You will also likely want to split the scene up a bit more, and use some LOD.
  • HAWK12HT
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    HAWK12HT polycounter lvl 12
    Hi, well unity scale of 1 unit =1 meter which is by default only for its Physics engine. Unity units can be taken as anything 1=100meter or 1=50 centimeters depending on what your requirement are. Plus by default the scale factor in unity is set to .01, folks at unity need to clear this out aswell as to why it is like that.

    What I have found is if you set this scale factor to 1 and your 3DS max units were set to Centimeter or Meters you are actually setting it x100. This is the part that has confused many at Unity forums and there is no concrete answer to this. Even Angry Bots have various scale factors and non of them are set to 1.

    So keeping that in mind generic 280k max units at scale factor of .01 inside unity are actually 2800 units (you can say meter) and since the origin is centered so thats 1400 units either side while staying within float accuracy.

    Just the trouble is Beast is limited to its own scale factor rather than smartly cover the area. The only workaround so far is to manually set scales of lightmap inside unity for each object and up the texel resolution and pray it all bakes with nice crispy shadows.
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