Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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
0
Question by Deel · Aug 10, 2013 at 11:42 PM · scene-loadingspacespaceshipuniversescene-size

Increase the size of a Scene (space map)

Hello, is it possible to increase the size of a scene? When i fly a while with my ship, it starting deforming and then (1-2 minutes later) the game crash.

I know i could use multiple scenes but, when it's a big multiplayer map, i cannot have multiple scenes loaded at the same time, or? The next problem would be(by multiple scenes) to display the planet positions right which are rotating around the sun. The planets would be not rotating around the sun, when the scene ist not active, when i'm right.

At the moment i use Unity Free. Are there some good features in the pro-version, that i could need for a big map, or other tips for ?

Comment
Add comment · Show 5
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 Benproductions1 · Aug 11, 2013 at 09:05 AM 0
Share

A Scene does not have a "size". It's size is technically infinite, however do note that at extreme distances the accuracy of floating point numbers becomes less and less. Without using doubles (in which case the issue is only prolonged), there is no way of avoiding this issue directly, however there are some workarounds:

  1. Don't let the player go beyond a certain point. Just don't let them pass or have some sort of gameplay element stopping them.

  2. Don't move the player, move the environment. From a users point of view these are one and the same, but this means that you can dynamically load and change the environment without ever really moving the player at all, meaning no inaccuracies due to floating points.

Look further into floating point imprecisions for more information

avatar image Deel · Aug 11, 2013 at 12:41 PM 0
Share

when the player dont move, how can he chase other ships, when they dont move, too?

avatar image Benproductions1 · Aug 11, 2013 at 11:02 PM 0
Share

@Deel, the "local" player itself does not move in world space, however, that does not mean that any other players don't move.

avatar image Joyrider · Aug 11, 2013 at 11:10 PM 0
Share

You basically have to change your way of thinking... Normally, you would in comparaison with the environment that usually doesn't.

Now if you have the problem you are having, and have to consider not moving your user, just apply the inverse mouvement you would normally apply to your user, to your world.

In numbers, if I should be flying along the Z-axis at 10 m/s, just have the world move along the Z-axis at -10 m/s. And your user wont notice the difference.

Now, your enemies could be flying according to the environment's reference, which they would usually be doing. And thus nothing changes for you. Or you could try and compare their movements to yours, but it can get a little bit more tricky.

avatar image Deel · Aug 12, 2013 at 12:11 AM 0
Share

in multiplayer that means, when i fly to a player with 10% more speed than him, i only change the distance of both(one would stand and the other would co$$anonymous$$g closer and closer)?

I notice in a singleplayer game it would be much easier^^

Would it work at all in multiplayer or is there a other way ?

1 Reply

· Add your reply
  • Sort: 
avatar image
-1

Answer by The_Magical_Kiwi · Aug 11, 2013 at 10:48 AM

Unity doesn't like extreme distances, I know it is a pain, but suggestion would be to scale everything down, have a unit representing a metre or 10 metres.

Comment
Add comment · Show 5 · 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 Deel · Aug 11, 2013 at 12:31 PM 0
Share

But when i scall a ship down 10 times, the pixel density would
rise 10 times. Is that not a performance killer?

avatar image Benproductions1 · Aug 11, 2013 at 11:01 PM 0
Share

Scaling it will change nothing. Think of a ruler that can only measure in meters, If you scale the entire world, including the ruler down by 10, will the ruler be more accurate? Relative to real space, yes, but not relative to the rest of the world.

@Deel What are you smoking? What does the scale of object have to do with performance??? :P

avatar image Joyrider · Aug 11, 2013 at 11:16 PM 0
Share

@Deel hehe, indeed what are you smoking? :)

Your pixel density can not just change because you make everything smaller in the world. In your camera's view it would still all be taking up the same space, so no difference there.

Plus, your screen has a fixed pixel density. And if something takes up less space on screen, and thus takes up less pixels, Unity will use a downgraded version of your textures ($$anonymous$$ipmaps) that fit the used screenspace best.

avatar image Deel · Aug 12, 2013 at 12:00 AM 0
Share

Sorry, i'm a beginner and thought it would need more ressources to render a object with a bigger pixel density^^

avatar image Benproductions1 · Aug 12, 2013 at 12:11 AM 0
Share

Actually, it's faster the smaller it is. @Deel, you should take a look into how rendering engines work. It explains a lot about performance XD

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

17 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

Related Questions

Advice on my Ship AI... 4 Answers

Making Top-Down spaceship movement, getting current speed, acceleration, without rigidbody! 1 Answer

Mirror movement scaled down 0 Answers

unity3d quaternion slerp is off target 0 Answers

Space Ship arcade control system 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