Will physics work the same if I scale everything down equally?

I have a vehicular game with physics based movement. If I were to scale all assets and levels down to say 1/10th scale, and then scale all values driving the linear components of the physics by the same amount, could I expect the physics and overall movement to be near-enough identical? I’m using async physics if that makes any kind of difference, though I’m guessing not.

i assume its the mass not the scale that really matters? so you could just override that

1 Like

Hey there @Perfect_Human_Interface! As Auran mentioned, most of what matters is the mass and you can determine that however you’d like. However, a small caveat is that the smaller (in true scale) things get in Unreal, the worse they perform in various ways. For example, discrete physics stop being accurate when really small or certain lighting mechanisms like Lumen or raytracing will struggle with objects once they get too small and sometimes will be entirely occluded. It’s usually recommended to keep things somewhat above sub-unit scale. However if you’re trying to get a “toy” look, try adjusting the focal length of the camera first and see if it gets the point across.

1 Like