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Having the base unit scale is a good idea, and having the UV tilesize affect the 3d tilescale makes sense so that you don't have to calculate the 3d tilescale. And the uniform/non-uniform option also makes sense.
So, if there is a base unit scale of 16 pixels per unit. If you set the UV tilesize to 24, the 3d tilescale would automatically get set to 1.5 .. Then if you set the UV tilesize to 4, the 3d tilescale would auto set to 0.25 ..
There also could be an option to toggle on/off the automatic setting of 3d tilescale so that you can manually set it if you want. What happens if you change the base unit scale from 16 to 32 after having set tiles into the scene? I don't think it should rescale anything, since you could have tiles with different pixel densities. And for export, there is already an option to rescale everything using a scalar value. Anyways- the base unit scale would be good to have so that the 3d tilescale can be autogenerated from it, and thus auto resize the tiles, making it a simpler experience.
Let me know if I misunderstood anything or if you have any other feedback. I'll work on adding this. Thanks again!
Basically at the core of this suggestion is deciding on such a conversion, 1m per unit I think is the most widely adopted among modern systems, and those that aren't are usually 1cm, which is pretty easy to convert to. Some old engines, like those from IDsoft for early Doom/Quake games, used an 8 texture pixels per foot setup. Gamebryo and Bethesda's later spin offs use 1 yard per unit if I recall, but basically everything else these days moved to metric that I'm aware of.
From there the suggested new unit scale variable would be deciding how many (non-scaled) texture pixels per unit to display in the 3D scene. With 3D Tilescale being the primary mechanism for breaking away from that base scale and it would basically just apply to the faces placed when that value has been changed from the default of 1.0.
Though personally I will probably end up using something more like 25, 50 or 100 texture pixels per meter if this new setup is adopted, so like 4, 2 or 1 cm per texture pixel respectively.