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{{image|visualization of units in-game}} | |||
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. | ||
In the original '' | In the original ''Super Smash Bros'', [[Masahiro Sakurai]] claims that one unit is equal to 1/3cm.<ref>"全てのサイズを表す単位は1単位が約1/3cmで、それにマイキャラサイズをかけた値が攻撃サイズになる。" [https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/M_AttackSystem.html]</ref> Starting in ''Super Smash Bros. Melee'' and remaining unchanged in all games since, the unit size was redefined to be an estimated one {{iw|wikipedia|decimeter}}, or 1 unit = 0.1 meters.<ref>[https://twitter.com/meshima_/status/1403468977863499777]</ref> As a result, the "modern" unit is about 30 times the "original" unit, and units between all games can be compared fairly easily. Despite units being compared to real-world units, the size of something in ''Smash Bros.'' is generally based on feel and balance, rather than its actual size in its home series or real life. | ||
==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. Accelerative stats such as air acceleration and [[gravity]] measure in units/frame², and frictional stats such as traction and air friction use negative units/frame². 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. Later games, beginning with '' | ''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. Later games, beginning with ''Brawl'', widen this range to 0.1 units. | ||
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== |