Why would I want to use unit scale? (Libgdx) <p>I have looked into the <a href="https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/superkoalio/SuperKoalio.java" rel="nofollow">SuperKaolio</a> example on Libgdx github repo. It is basically a test for integrating Tiled maps with Libgdx. They are using the unit scale 1/16 and if I have understood it correctly it means that the world no longer is based on a grid of pixels but on a grid of units (each 16 pixels wide). This is the code and comment in the example:</p> <pre><code>// load the map, set the unit scale to 1/16 (1 unit == 16 pixels) map = new TmxMapLoader().load("data/maps/tiled/super-koalio/level1.tmx"); renderer = new OrthogonalTiledMapRenderer(map, 1 / 16f); </code></pre> <p>I am basically wondering why you would want to do that. I only got problems doing it and can't see any obvious advantages. </p> <p>For example, one problem I had was adding a BitMap font. It didn't scale at all with the background and one pixel in the font occupied an entire unit. <a href="http://imgbin.org/images/13434.jpg" rel="nofollow">Image here.</a></p> <p>I'm using this code for drawing the font. It's a standard 14 points arial font included in libgdx</p> <pre><code>BitmapFont font = new BitmapFont(); font.setColor(Color.YELLOW); public void draw(){ spriteBatch.begin(); font.draw(batch, "Score: " + thescore, camera.position.x, 10f); spriteBatch.end(); } </code></pre>