Black ground bug

When I look around in the scene, regardless of whether it’s in play mode or not some weird black circles appear as I rotate the camera (both of the editor and the player). I attached some pictures to show what I mean: the camera needs to be rotated very little for the circles to appear, then they stay there until I change angle. My scene is composed of flat terrain, and underneath there’s a big black plane. I tried turning off the mesh of the plane but nothing changed. Any reply is greatly appreciated

What is the size of your terrain ?

This only happened to me when I had to edit something on position 100,000 in unity…

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The terrain is really big, it’s exactly 100000 by 100000. So if that’s the culprit, how can I keep a big terrain without this bug? How did you solve this problem? Thanks

I broke it into smaller pieces, exported as .obj and use common mesh renderer for my terrains, unity terrains have poor performance on mobile, then whenever the player goes beyond 10,000 on either X or Z I send him back to 0 and move everything else accordingly.

It’s bad because we lose the static optimizations since everything on the scene moves, but there was no other way to make a large terrain as I needed and avoid the problems of 16 bit float. The further you go from zero the bigger the issues you’ll have, everything starts shaking, etc.

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My map will be procedurally generated, how can I generate it then break it up like you said via script?
Is there a way to seamlessy transition from one .obj to another (imagine walking down the street in game, would you have to go through a loading screen every 5000 units or can you continue walking and feel like the map is one whole, not split up)?
What would happen if I actually made the player stay in 1 point and the map moves, giving the player the illusion that he is moving? Would this

happen? Thank you
Edit: formatting edited

Static objects, as the name implies, are objects that are fixed, you can’t move them at runtime.

In regards to your map, what I’d do is let the player move, moving 3D scenery will probably be a bad idea since moving stuff in unity can be very taxing, and when he reaches 10.000 any direction, move him to zero and the rest to the correct position. But only on this moment and not every frame.

The map, you can load it as needed instantiating them on the scene from prefabs as needed. Create a prefab of your map part, put on Resources folder and instantiate it on the scene and the player gets near.

Thank you you’ve been very helpful!