I'm trying to understand the limitations of floating origins in Unity. I wanted something like a 100kmx100km map (not visually complex) with large units in it that could be like 500 units long, something like world of warships (not multiplayer) but the camera won't be anchored to a single unit typically. It seems that's not really viable based on what I've read. If the minimum size for the characters entities is going to be several units long, can I couple floatiing origins and compress the physics scale to make it more viable?
#Floating Origins for large maps with medium to large characters
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Maybe divide the scale by 100? Then you'll have 5 unity long ships and 1km big map. No floating point issues. No need for a floating origin.
That kind of causes issues for smaller craft then right? Upper limit was 500, lower limit would be like 3 units. how would something like the size of a tank behave at that scale.
Hmm... Depends how accurate you need it to be.
I don't quite know what happens when you go too low. I'm working on something a bit like from the depths. So the vehicles would have basic suspension and what not, was planning on using the NWH vehicle physics package.
Suspension might break at that scale indeed.
I mean floating origin is not impossible, but it's not gonna be simple.
And it might not be cheap performance wise. Might want to consider DOTS/ECS.
I don't think I have it in me to implement DOTS/ECS from the get go
but I've been thinking about it
Just implement it the easy way (with the scaling suggested by dlich) and see if it breaks and adjust then if necessary.
No point to think too much ahead and discard a potentially valid trivial solution because it may not work.
That's fair, it is just a lot of work to test I suppose