# Calculate distance output

• Why, oh WHY, doesn’t calculate distance output in meters?

If it has to do with the PTMr, I would like to think that one meter should be one meter, regardless of screen orientation.

• @Thecheater887 I've never used it... yet. What does it use as a unit?

• @Thecheater887 is it possible that your scene is zoomed in or out?
You need to divide the distance output by the zoom.
So if your zoom is 50% you need to divide by .5

• In the info about the behavior, it’s says to multiply by the zoom. But if your zoom is 50% and you multiply by .5 that isn’t right.....you would have to multiply by 2.
I think they meant to say divide, because that works normally.

So anyway, just divide the distance by the zoom, and you should have the right number.

• I can compensate for the screen flawlessly, but logically to me, the screen zoom should have no effect on the distance between objects.

If I’m in a helicopter looking at a car and a boat that are a mile apart, they might look a foot apart to me, but they’re still a mile apart in reality.

My complaint is it returns a value based on perception, not reality.

• @Thecheater887 I totally agree! But in your first post, you said the unit wasn’t in meters. All I was saying is that it is, but it doesn’t take zoom in to account.
Sorry if I misunderstood you.

• @iTap-Development How can metres be different if zoom is different? Metres don't change because of zoom. They're still metres. The number of metres shown on the screen changes. The number of metres between any two objects doesn't change, either.

• @Deeeds the unit is meters! What other unit do you think it is?
If it wasn’t meters, you couldn’t divide by the zoom and get the right distance.
The only problem is that it doesn’t take zoom into account.

• The way it’s set up, is that one SCREEN pixel is one meter according to hyperPad.

It should be set up so one GRID pixel is one meter.

This issue also affects movement and velocity.

• @Thecheater887 In a game engine with dynamic zoom? Surely you're kidding.

• The screens I would think would be set up as camera’s, reflecting a portion of reality like in 3D Games, but I could be reading the wrong book entirely.

• @Thecheater887 That's how they should be. That's how I'd been assuming they operated.

And I'm abusing dynamic zoom, heavily.

But I'm not doing any distance measurements... except for one... that does have an interesting drift bug in it that I've never managed to track down................................

......... me heading back to look at my camera lerping's reliance on distance between a camera dummy and the hero............