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Question by goonsweat · Sep 17, 2017 at 05:53 AM · spaceinfinitespaceshipprecisionfloating point

Floating Point wiki script Implementation 2017

Hey

I am very new to C#. I am more of a visual/graphics person, but when looking at code I can understand how it all works because I have watched a lot of tutorials, but I cannot write advanced code from scratch. Just alter basic scripts to suit my needs.

I have a few different options I have tested for spaceship controls. They all work as intended. I am trying to implement the Floating Origin script from the wiki and it appears to work, I see my spaceship fly a specified distance, say, 5000m, then everything gets pulled back towards the origin. It's seamless for what I'm doing.

However, lighting begins to jitter eventually and then the mesh begins jittering.

The ship is moving extremely fast to get to these distances. Could this be the problem? Is something the floating origin is doing not keeping up with how fast the ship is moving?

The script has worked in the past. I'm using the 2017 Unity right now and I haven't gotten it to work on it. Is there something Unity 2017 does that could be affecting the script? It hasn't been updated since 2016.

I have done EXTENSIVE researching on this topic and looked everywhere for answers.

If you'd like to see the controller scripts I can show you all but one of them because it's a paid asset and I'm not sure I'm allowed to post scripts.

All help is extremely appreciated and I will be here to provide any details you might want to know.

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avatar image goonsweat · Sep 17, 2017 at 06:07 AM 0
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It's a 3D game. Ship moves on x, y and z axis.

avatar image goonsweat · Sep 17, 2017 at 06:07 AM 0
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I will try to take some footage of the setup and post here.

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