I was curious if this question had already been asked and it sort of has but as is typical for these kinds of very specific questions that I tend to look at the topic is hilariously out of date.

https://ask.godotengine.org/46858/sizes-in-3d-enviroment-and-relations-to-real-world-sizes

Does anyone know if there's a specific formula I can follow when it comes to translating anything in Godot to real world objects, say for example, if I want to make a cube, how would I calculate it to be 10 metres long and that sort of thing? Or is it all completely arbitrary and more down to typical optical illusion trickery than the maths being accurate? I'm wondering this partly because of a video I saw that goes into the maths of world maps in games.

Starting off with something simple maybe:

Every 10 unit co-ordinates in Godot is = ? in meters

  • Tomcat replied to this.
  • Units are arbitrary, but typically people use 1 unit = 1 meter.

    Just as I posted the damn question I found the answer LOL, it would be good to see peoples thoughts on this though, as it turns out Blender technically has a built in option for this, so whatever I export in theory using the unit measurements should be to scale in Godot.

    Units are arbitrary, but typically people use 1 unit = 1 meter.

    Thanks, that helps a lot, blender's conversion as well makes everything easy regarding this, means I can do accurate maths on a world map and play around with skyscraper scale for the lulz without any issue now.

    Edit: Extra note, Blender has a built in rule tool that I never noticed before and makes measuring your models easy, should be able to work off real world metrics much easier now.

    Lethn Does anyone know if there's a specific formula I can follow when it comes to translating anything in Godot to real world objects

    A cube with a side of 1 meter. The girl is 1.61 m tall (in Blender). All the dimensions are correct. As much as it is appropriate to talk about reality in virtual space.