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Avian (and physics engines in general) don't really have specific physical units. The main thing is just that they should be dimensionally consistent with real-world physics, for example velocity is "distance units per time units", and mass is defined as "volume units times density units". Depending on the scale of the world, you could treat "distance units" as meters, or centimeters, or pixels; you just need to consider how this affects other units like mass, since volume of course depends on your chosen distance unit.

In practice, I strongly recommend most games to use SI units and MKS (meters, kilograms, seconds) unless you're working at small or large enough scales where using meters …

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@B0ryskart0n
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