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Question by Hawkeye91803 · Apr 28, 2021 at 03:26 PM · scripting problemgameobjectobjectsfloatingpoint

Floating point origin script help

I am testing out with space physics and floating point origins, so I am using this script that I found:

 // FloatingOrigin.cs
 // Written by Peter Stirling
 // 11 November 2010
 // Uploaded to Unify Community Wiki on 11 November 2010
 // Updated to Unity 5.x particle system by Tony Lovell 14 January, 2016
 // fix to ensure ALL particles get moved by Tony Lovell 8 September, 2016
 // URL: http://wiki.unity3d.com/index.php/Floating_Origin
 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(Camera))]
 public class FloatingPointOrigin : MonoBehaviour
 {
     public float threshold = 100.0f;
     public float physicsThreshold = 0f; // Set to zero to disable
     public float defaultSleepThreshold = 0.14f;
 
     ParticleSystem.Particle[] parts = null;
 
     void LateUpdate()
     {
         Vector3 cameraPosition = gameObject.transform.position;
         cameraPosition.y = 0f;
         if (cameraPosition.magnitude > threshold)
         {
             Object[] objects = FindObjectsOfType(typeof(Transform));
             foreach (Object o in objects)
             {
                 Transform t = (Transform)o;
                 if (t.parent == null)
                 {
                     t.position -= cameraPosition;
                 }
             }
 
             // new particles... very similar to old version above
             objects = FindObjectsOfType(typeof(ParticleSystem));
             foreach (UnityEngine.Object o in objects)
             {
                 ParticleSystem sys = (ParticleSystem)o;
 
                 if (sys.simulationSpace != ParticleSystemSimulationSpace.World)
                     continue;
 
                 int particlesNeeded = sys.maxParticles;
 
                 if (particlesNeeded <= 0)
                     continue;
 
                 bool wasPaused = sys.isPaused;
                 bool wasPlaying = sys.isPlaying;
 
                 if (!wasPaused)
                     sys.Pause();
 
                 // ensure a sufficiently large array in which to store the particles
                 if (parts == null || parts.Length < particlesNeeded)
                 {
                     parts = new ParticleSystem.Particle[particlesNeeded];
                 }
 
                 // now get the particles
                 int num = sys.GetParticles(parts);
 
                 for (int i = 0; i < num; i++)
                 {
                     parts[i].position -= cameraPosition;
                 }
 
                 sys.SetParticles(parts, num);
 
                 if (wasPlaying)
                     sys.Play();
             }
         }
     }
 }



It works very well, but the only problem is that the script will move every single object, but there are certain objects that I do not want the game to move. How would I go about omitting objects from being affected by this script?

Thank you, I am still learning.

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