#DOTS netcode floating origin support

1 messages · Page 1 of 1 (latest)

astral dock
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This is a bit of a niche thing, but does/will DOTS netcode support floating origins for large worlds?

gritty glade
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It's not built in as far as I'm aware

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floating origin in multiplayer is an... interesting topic

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like, how do you handle that on the server?

astral dock
gritty glade
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sure it's just not using doubles?

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a quick google seems to imply this, but i can't actually see a dev source to confirm

astral dock
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there was a 32 version at some point, but it looks like they dropped it after floating point limitations

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pretty sure unity doesn't support doubles either for transforms

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looks like you were right

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but games like VTOL VR do exist as a multiplayer game with vast distances, and after decompiling it, it looks like the developer also uses floating origin

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so it does seem possible

gritty glade
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the question is, what is the origin on the server though

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if 1 player is -100,000 and another player is 100,000

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how do you resolve it

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not saying it's impossible, it's just complicated

astral dock
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based on what I can see, the game uses a lot of client side physics for players, and they might keep track of their unedited origin position to be sent to the server

gritty glade
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i have seen games use floating origin only on clients

astral dock
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but there's also server side ai's, which I'm curious on how they work

astral dock
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from what I can tell, the server's physics are accurate enough that server side AI's/objects don't have to worry too much about major miscalculations, it's just visual glitches are the main worry due to minor millimeter glitches causing major visual bugs on clients

gray dome
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This is a topic of current active research for future entities & netcode & unity versions but no decisions have been made about it yet

astral dock
carmine kraken
carmine kraken
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writing "origin" as double can work here