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A '''distance unit''' (often shortened to '''unit''') | A '''distance unit''' (often shortened to '''unit''') refers to an arbitrary unit of measurement that calculates the in-game position or size of objects. | ||
==Overview== | ==Overview== | ||
Many aspects of video games are reliant on distance to perform specific interactions, ranging from how a character moves, | Many aspects of video games are reliant on distance to perform specific interactions, ranging from how a character moves, physic engine interactions, to how scenes are rendered. A common practice in 3D games is to correlate units to a real-world measurement (e.g. 1 unit = 1 {{iw|wikipedia|meter}}), which is commonly done with games that are based on the real-world in order for level design, movement, physics, etc. to accurately/predictably be replicated. | ||
Starting in ''Super Smash Bros. Melee'', a unit would be defined as 1 unit = 1 {{iw|wikipedia|decimeter}}, or 1 unit = 0.1 meters.<ref>[https://twitter.com/meshima_/status/1403468977863499777]</ref> The original ''Super Smash Bros.'' also uses a common distance unit but it is different from later games. ''Smash 64''{{'}}s unit is roughly 30 times larger than a unit in the other games, though it is currently unknown if it is correlated to a real-world unit or not. | |||
==Applications== | ==Applications== | ||
Hitboxes and hurtboxes use units to define their position and size. The majority of character attributes are measured in "units per [[frame]]", such as [[jump]] | [[hitbox|Hitboxes and hurtboxes]] use units to define their position and size. The majority of character attributes are measured in "units per [[frame]]", such as [[jump]] height, [[walk]] speed, [[run]] speed, [[air speed]], [[falling speed]], and so on—very few attributes use a different system, such as [[weight]]. | ||
''Super Smash Bros. Melee'' introduced the concept of [[glancing blow]]s. A glancing blow is activated when a hitbox and an opponent's hurtbox overlaps by 0.01 units or less. | ''Super Smash Bros. Melee'' introduced the concept of [[glancing blow]]s. A glancing blow is activated when a hitbox and an opponent's hurtbox overlaps by 0.01 units or less (0.1 units in ''Super Smash Bros. Brawl'' and onward). | ||
The [[Training stage]] in ''Super Smash Bros. Ultimate'' has a background that uses a grid. This grid is intended to have each line be 1 unit apart, however this correlation was performed on the squares between the grid lines and ignoring the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.0<span style="text-decoration:overline">6</span> (16/15) units apart. | |||
The [[Training stage]] in '' | |||
==References== | ==References== |