Godot中二维物理的测量单位(单位尺度)?

Unit of measurement (unit scale) of 2D physics in Godot?

来自 Unity/Box2D 我记得遵守 1 单位 = 1 米规则并将世界设置在合理的数值范围内对于数值稳定性至关重要。例如,a quote from this question:

Box2D is a simulation framework which internally uses the MKS system of units. If you want a reliable and predictable simulation, you should express the simulation systems you create in reasonable values within this system of units. You want a box to behave like a box, a rock to behave like a rock and a ball to behave like a ball.

physics documentation of Godot doesn't mention anything about the underlying unit of measurement. Judging from forum posts,人家好像用1单位=1像素。

我的问题是:

虽然我找不到官方声明,但我们可以收集一些信息。您找到了一些论坛帖子,我们可以在文档中收集一些提示。

3D intro提到:

Godot uses the metric system for everything. 3D Physics and other areas are tuned for this, so attempting to use a different scale is usually a bad idea (unless you know what you are doing).

ARVRServer 文档提到:

Most AR/VR platforms assume a scale of 1 game world unit = 1 meter in the real world.

虽然大多数游戏可能不是 AR/VR,但在没有其他信息的情况下,遵循这个比例似乎是个好主意。

那么给定3D的1unit=1米比例尺,我们应该为2D做些什么呢?默认 3D 重力设置为 9.8,默认 2D 重力设置为 98(您可以在 Project Settings > Physics > 2D 下找到它)。鉴于此,我猜 10 像素 = 1 米。