Real size of meshed and sprites in babylon editor v5

@julien-moreau

I am testing the new Sprite feature in babylon editor v 5.2, it works, i finally created an sprite within the graph and also from an script,

but i have some doubts about the size of the elements in screen or inside the camera ( i don’t know if this is mentioned in documentation before ), for instance.

when i dragged and sprite to the scene created with the sprite manager node, was not showing anything but like a blue blurred square, then i changed the size to 100, and i could see the sprite in the propper position.

In the same way i created the sprite manager and the sprite but i could not see it in the scene until i changed the width and height, then the sprite appeared, so i think the camera for perspective or orthographic values is too big. Is that how is supposed to be? if that is the case our object size should be minimum 100 units?

when i created time ago a pixel art game, i had to set these properties:

orthoLeft, -8

orthoRight =8 

orthoUp =5

orthoDown = -5 

and for the sprite i had to use valies of 0.5 for width and 1 for height,

but if i try to set those int he editor some how it does not work or is too small that i can’t see it.

Hey @pavul !

It is not documented and this is my fault, the editor follows the same default units of measurement than Unreal Engine: https://dev.epicgames.com/documentation/en-us/unreal-engine/units-of-measurement-in-unreal-engine. Using centimeters we get better results and less artifacts for depth-of-field, shadows generators etc.

You can basically multiply all by 100 as 1 unit = 1cm so a sprite of 100 by 100 means 1 meter by 1 meter.

The units of measurement should be customizable in the editor but it’s not yet the case.
What if, by default the editor will use the standard for web that is 1 unit = 1 meter and then you can customize it in project’s settings to use centimers, etc. ?

i see, i was not aware of that, will try like that, thanks for the info.

I’m adding it in the documentation too. It has to be explained