Camera Clipping Plane Issues (Floating point errors?)

I am surprised I cannot find information about this from my searches.

I’m making a cubic voxel engine and use the camera clipping plane for view range. As my game doesn’t warrant having infinite terrain, I allow the user to specify a world size up to 2048x2048 in size. However, in the 1024-2048 units range, especially when the far clipping plane is between 100 and 200 units away, I see these lines:

2177893--144254--Monosnap 2015-06-26 15-40-29.jpg

These lines appear when moving the camera around.

I’ve been able to mitigate them to some degree by increasing the camera’s near clipping plane. However, I cannot increase it further because then walls will be clipped out when the player is up close to them.

Because this only happens at far enough units, I feel it may be related to floating point precision. I considered centering the world at origin so that the far edge of the world in the largest case would be 1024.

However, these issues still appear at the 1000+ unit range, and I may want to increase maximum world size even further in the future.

Therefore, my question is: is there anything I can do about this, or is it strictly a Unity limitation?

Thanks.

Edit: I suppose I could try something along the lines of moving the world such that the player stays at origin. Hoping there’s a better way before I look into that path!

Any help? Still looking!

There’s no Unity limitation. Haven’t seen anything like that; maybe update your graphics card drivers.

–Eric

I’m using Mac (OS X), and have the latest OS version. I’m not sure why my drivers would be out of date. And even if I fix it for myself, I’d like to be sure players of my game won’t be seeing this. I did notice that a person who was testing my game never noticed anything like this (he’s using Windows). So it’s definitely strange.

Also on a Mac, and haven’t seen anything like that.

–Eric

Maybe I should report it as a Unity bug then…