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Question by Major · Feb 22, 2015 at 11:41 PM · gameobjecttransformscalespacerealtime

Extremely Fast Travel

I have been messing around with simulating real life space distances, and scales. I solved floating point problems, but when I try to travel at real life light speed, my script cannot correct fast enough to avoid floating point problems. I am wondering if there is anyway to make this correction faster than every frame. Here is the script:

 using UnityEngine;
 using System.Collections;
 
 public class Reposition : MonoBehaviour {
 
     public float maxDist;
     public GameObject[] sceneObjects;
     void Awake () {
         sceneObjects = GameObject.FindGameObjectsWithTag("Respawn");
     }
     
     void Update () {
         Vector3 xpos = new Vector3(0, transform.position.y, transform.position.z);
         Vector3 ypos = new Vector3(transform.position.x, 0, transform.position.z);
         Vector3 zpos = new Vector3(transform.position.x, transform.position.y, 0);
 
 
         if(transform.position.x > maxDist){
             transform.position = xpos;
 
             foreach(GameObject obj in sceneObjects){
                 obj.transform.position = new Vector3(obj.transform.position.x - maxDist, obj.transform.position.y, obj.transform.position.z);
             }
         } 
 
         if(transform.position.x < -maxDist){
             transform.position = xpos;
             
             foreach(GameObject obj in sceneObjects){
                 obj.transform.position = new Vector3(obj.transform.position.x + maxDist, obj.transform.position.y, obj.transform.position.z);
             }
         }
 
         if(transform.position.y > maxDist){
             transform.position = ypos;
 
             foreach(GameObject obj in sceneObjects){
                 obj.transform.position = new Vector3(obj.transform.position.x, obj.transform.position.y - maxDist, obj.transform.position.z);
             }
         }
 
         if(transform.position.y < -maxDist){
             transform.position = ypos;
             
             foreach(GameObject obj in sceneObjects){
                 obj.transform.position = new Vector3(obj.transform.position.x, obj.transform.position.y + maxDist, obj.transform.position.z);
             }
         }
 
         if(transform.position.z > maxDist){
             transform.position = zpos;
 
             foreach(GameObject obj in sceneObjects){
                 obj.transform.position = new Vector3(obj.transform.position.x, obj.transform.position.y, obj.transform.position.z - maxDist);
             }
         }
 
         if(transform.position.z < -maxDist){
             transform.position = zpos;
             
             foreach(GameObject obj in sceneObjects){
                 obj.transform.position = new Vector3(obj.transform.position.x, obj.transform.position.y, obj.transform.position.z + maxDist);
             }
         }
     }
 }

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Answer by Juice-Tin · Feb 22, 2015 at 11:47 PM

If you need to do something faster that every frame (which is odd), you can put it in a for loop.

The frame will not progress until the for loop is done.

     //Adds 1 per frame
     //Runs code once per frame
     Update(){
      //code
      number1 ++;
     }
     
     //Adds 1, twice, per frame
     //Runs code twice per frame
     Update(){
      for(int i=0; i<2; i++){
       //code
       number1 ++;
      }
     }

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avatar image Major · Feb 22, 2015 at 11:56 PM 0
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But this means that the loop runs within the frame, so this would not make the calculations frame independent.

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