I defined a world 16x16 unit (1 unit = 128 pixel) The game art is designed with 2048x2048 resolution.
Is there a best practice to demonstrate the world? Defold provides go.get_world_position() vs go.get_position(), so I think it has been supported but I aways get the same values as do the following changes :
- Changed display width/height to any values in game object in game_object config
- Edited : render.set_viewport(0, 0, anySize, anySize)
- Edited : render.set_projection(vmath.matrix4_orthographic(0, anySize, 0, anySize, -1, 1))
go.get_world_position() and go.get_position() aways get the same values relating to the game art resolution designed in the editor (2048x2048).
The need to work on the world dimension to adapt with physic engine to get the best simulation but I’ve not got a chance to see the configuration and/or custom render script . Is there any best practise for this case.
In old engine I’ve worked before , there’s a configuration named as Pixel per world unit in the editor.
Thanks,
RG1