Camera Skipping

I’m having a problem I’m sure many of you have experienced, I’m writing a flight simulator in which you fly an F14 Tomcat fighter. This plane flies at transonic speeds and I want to keep it that way, Unity however, has some problems with INCREDIBLY fast moving objects.

I know this is terrible, but I’m moving the object at around 350-400 meters per second, and so my camera script glitches ALL of the time, when you are flying straight it’s not so bad, but when you roll or turn your plane quickly, the camera will move to the edge and twitch. After writing my own script for the camera, I tried the pre-made “Smooth Follow” script, and it too has this problem. I get why this is happening… the position changes so much in one update that the object doesn’t have time to move to the right place, and float math is only so precise,

I’ve tried scaling all of the objects down to around one tenth their size, but then the built in physics don’t work as well (I.E, gravity works too quickly).

Is there some way to fix this by Changing the timestep or something? or should I just write in my own basic gravity and stuff so that I don’t need to mess with it.

Thanks,
-Max.

You can change this in Edit>Project Settings>Physics.

Your problem is most likely due to floating point precision. If you can’t scale it down, you may have to fake it in some cases. Moving your object very far away from the origin can cause those precision problems to crop up. So maybe the solution would be to fake it by moving the landscape.

Thanks. I’ll try that.