Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by thenachotech1113 · Aug 25, 2015 at 11:43 PM · sceneoptimizationspacelimit

is there scene volume limit, if so, how to work around it?

hello, I would like to make a space sim game with planets that that actualy feel huge, all in a solar sistem that large enough to have them a considerable distance away. i quickly noticed as soon as i added the first spheres and scaled and positioned them how i liked there was a message that said there were floating point limitations and to consider placing them closer to the center.

My question is how is this limitation going to concern the game and if there is a way to have a smaller universe feel large? up to now all i got is scaleing the bodies with the distance but im unsure if that will affect the paralax and reducing the speed of ships to make a planet feel larget due to paralax. Please if you know of any optimization for large scenes or some "optical ilusions" so to speak, that will make things look larger i`d very much apreciate if you share them with me. Thanks a lot!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Cherno · Aug 26, 2015 at 07:31 AM 0
Share

The first thing to do is to ensure proper scale is used. If you are in a spaceship in outer space, you don't have to have everything at 1:1 scale; go 1:10, 1:100 or even smaller.

If a distant planet is so far away that it's not even visible, then it doesn't really "have to be there"; all you need to know is the direction it is at and the distance. Once you get closer to it, you can instantiate it. This means that you only create the things close to you, while everything else is just some data in your script. Similarly, if something gets too far away, it gets destroyed again.

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by MT3 · Aug 26, 2015 at 08:16 AM

@thenachotech1113

Your question has several possible answers but I will try to give you some ideas. I have several scenes that require "vast scale" in the scene. The answer I've settled on employs a combination of several techniques. The first method I've employed in several ways, but in essence is "endless terrain"... achieved by tiling terrains and keeping a small grid of terrains surrounding the player at all times. This can lead to the same problem as "infinite space" in Unity, where transform float values exceed Unity's ability to keep them accurate. The most common solution for this is to move everything in the scene instead of moving the player character, mostly by either anchoring objects in the hierarchy or explicitly moving them in script.

Large objects in the scene can both be moved and be scaled to affect apparent visual size (remember in a space scene your ship wouldn't fly to the planet, the planet would come to your ship, allowing several visual "tricks" like scaling). To help keep the scene "light weight" enough for smoother processing, objects can be added and removed to create a "procedural environment". Combinations of these and similar techniques should help you achieve your goals.

Good luck !

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Eno-Khaon · Aug 27, 2015 at 07:36 PM

To put things into perspective, Kerbal Space Program keeps everything on a fairly accurate cosmic scale, except for a few small details: Anything not close to the player doesn't use PhysX for physics and, instead, uses alternate formulas to determine their orbits. Additionally, in order to not have floating point imprecision problems when very far from the center of the solar system, all distances are based from a starting point of the player's current position.

By doing this, floating point accuracy doesn't become a hindrance, since the system used for the math changes before any objects can get too far away for it to be relevant.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

28 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do I get the transforms of all the objects in my scene ? 2 Answers

Editor windows disappear on play in Unity 5.5.2f1 1 Answer

Unity compiles assets from previous builds into an empty scene? 2 Answers

Optimizing thousands of game objects 3 Answers

seemless transaction from space to a planet 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges