Floating Origin Script and Water Tiles

Hello,

Ok so basically let me explain first a little of what I’m trying to do and what my scene looks like. I want to have a very large world and every 200 units on the x or z axis and reset the player to 0 or 200 depending on if they crossed over the 200 or 0 mark. Think the old game Asteroids where you go off one side and come back the other side of the screen.

Surrounding this 200 x 200 unit area are 9 planes of water with the center one being the mentioned 200x200 area. Whenever I cross the border I shift everything else in the world except my water and skybox 200 units in the corresponding direction so that the land I’m sailing away from continues to get further away etc…

Ok so in principle this works great, not exactly a floating origin but a very similar concept. The problem is that when I make the boarder change the water shader jumps a bit making sort of a quick jitter. What is weird though is that if I don’t move the player back but instead move the water with the player there is no jumping. This is nice but I still need to reset the player to 0,0 or some point else the large world just won’t work. So if I move the water planes with the player no jitter but if I just move the player in relation to the planes I get jitters. Any guesses as to why this would be?

Very old thread but I am seeing this bug with the built in Simple Water. I have water planes that are snapped together. All of the ones that aren’t sitting at the world origin have an issue. It appears the texture coordinates or something shift in a jerky rapid way. It’s especially compounded when I am firing a weapon and moving over the water planes. I think it’s based in the shader code that is basically coded to work around the origin of the world. I’m guessing here as I’m no guru of water or shaders.