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Up and Coming
January 19, 2014

Scale

How big of an issue is it to work with a scale in the game that is not 1m = 1 unit? Currently I'm not using that scale, everything is about 3x bigger and instead of going through a really rigorous rescale of every asset in the game and revamp every physics property for forces and speeds I'd prefer to just work around the scale and adjust the Rift cameras accordingly.

Is that a non-issue or does the Rift really just require a 1m=1unit scale for everything to look proper?
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    3 replies

    Up and Coming
    January 20, 2014
    It's better to be to scale, but there's a couple different workarounds here (and are pretty simple): https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=5739
    GA-Z97X-gaming gt; i5-4670k; Nvidia780Ti; 16GB PC3-17066; win7-64 bit; DK2
    Up and Coming
    January 20, 2014
    Yeah, just scale your assets appropriately.
    LaneAuthor
    Up and Coming
    January 20, 2014
    "raidho36" wrote:
    Yeah, just scale your assets appropriately.


    This would be a significant rework of literally every asset in the entire project. I don't have time for that. Obviously doing this from the beginning would have been best, but it's not really an option at this point.

    "grodenglaive" wrote:
    It's better to be to scale, but there's a couple different workarounds here (and are pretty simple): https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=5739


    Alright, there's some promising things in here. I'll see what I can do with it.

    Thanks for the replies.
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