Ok so I have a game where I need really big objects (like 150km size planet) (and yes I can’t have smaller planets, because then the physics just won’t work like they should…)
The problem that I have is that in the scene view I can’t zoom out far enough so that I could see the entire scene. I can only see parts of the planet, and its really hard to work with it.
Is your object 150,000 units in size? Be aware that building a game with these sized objects is unrealistic. Many planet size and universe sized games like Kerbal Space Program use a number of tricks to achieve games of this scale e.g. loading only part of the planet, varying terrain level of detail, floating point origin, multiple camera setups to achieve an illusion of size.
Here is a great talk that the people from Kerbal Space Program delivered where they talk about the challenges they faced and how they achieved such a large scale game. They begin talking about Procedural Quad Spheres and other techniques around the 30minute40second mark which may be of your interest.
Here is another good video which demonstrates the technique of 3D Skyboxes to achieve the illusion of object size:
Building a game of this scale is no easy feat. It will take a lot of research and patience to build a working system. Be sure to do your homework for this one!
I already use some of those kinds of tricks, or physics would be impossible( or at least very glitch as you get far from 0x 0y and float numbers start to get imprecise).
Here is a gif of it:
The red square is a 1000x1000 border, that every time the player passes, it teleports the player back to 0x 0y (and also moves the planet and everything else that there is in the scene).
From the point of view of the player you don’t see the teleportation, because everything else that the player could use as a reference point is also teleported.
The problem that I have is that in the scene view I can’t zoom out far enough so that I could see the entire scene. I can only see parts of the planet, and its really hard to work with it.
Won’t work dude. Every time you “move the planet” and move the player to 0,0,0… the frame rate will hickup. Unless maybe your scene has like no objects and the planet terrain is really simple. You won’t like it.
EDIT: unless maybe your movement of the planet is just x and y, I donno. The more objects, or the more complex, the more hickup. Specially if you need to like rotate everything as you walk around the planet or something like that. Won’t be smooth.
I tested it on mobile with over 1000 RigidBody2d objects and 1 teleport per second and it worked smooth (I was not able to see any frame drop, basically it was impossible for me to tell when it teleported).
The planet terrain will be simple, and will also only add detail only to the parts of the planet that are close to the player.