How do I create a "large map" for high-altitude views?

Just started Unity yesterday, so I’m still a little ignorant on terminology and am having difficulty finding answers for this issue…

I’m creating a ride for the Rift involving a dragon flying high above the mountains. Even though most of the action will be localized, I’m having trouble finding information pertaining to this issue (again, because I probably just don’t know what to search for. Distant terrain? Skybox integration? Horizon terrain?)

So far, I’ve created a 1k x 1k plot of terrain and imported a pre-made faceted skybox to match. I feel this is plenty of room to play out the ride; the problem is, I don’t know what to do about the space in between, which will be quite apparent once the camera (dragon) is above the clouds:

Do I enlarge the terrain and duplicate clouds for another several thousand kilometers? Is it normal to create a 50k x 50k map, for example? Create a custom skybox to resemble the edges of a horizon? Or a little bit of both?

I’ve had Kerbal Space Program and World Machine recommended as sources of study, but they both seem a little overkill…

Thanks so much for any help!

Hello saucer!

There are many different ways you can get to where you’re going, I’d highly recommend looking into this guide (it’s been a decent go-to for myself).

http://www.davenewson.com/dev/unity-notes-on-rendering-the-big-and-the-small

You’ll notice the further you go from world position Vector3.zero (or 0,0,0, if you’re unfamiliar) the less floating point precision you’ll have, in turn dictating the scale of which you should use. Floating point precision = GREATLY IMPORTANT.

This is not to say (also described in the link) that you are unable to overcome these barriers by using different camera trickery techniques tied up with a few scripts that’ll make life a bit easier. Though in your described example I feel you can achieve this by sticking with unity’s base units (which are meters, or 1u/1m) and keeping your player under a safe floating point, I’d guess anything less than 10,000f. You shouldn’t run into any issues where you’ll have to branch out into the trickery mentioned above :slight_smile:

Not to go on, but here is a quick video link to a project I’m working on, You can see that it’s quite larger than 10,000f and I’ve been able to retain a strong camera relationship to the world (no jitters). So, again, script trickery and camera setup goes a long way!

Side note, you can have a 50x50x map if you wish, but you’ll need multiple cameras to account for z-depth fighting. Things like water or distant poly’s appearing to bounce around, or ‘clip’ through other objects. But it’s pretty simple,

-Create 2 cameras
-Child one to the other
-Name the parent camera to something like ‘Camera : Far’, and the child to ‘Camera : Near’
-Set child camera clear flags to depth only
-set child camera depth to 1 (or anything higher than parent camera depth)
-Remove audio listener from parent camera (this will be distance view, and you may only have 1 per scene!)
-Change near cam clipping plan to something small, .3 - 1000 should be fine (defaults)
-change far cam clipping planes to 1000 - whatever you wish (keep in mind the greater the distance between near and far clipping plane on said camera will determine if you may require a 3rd or even another possible solution.

You may also have to overlap the cameras clipping planes in order to account for a slight seam that’ll appear, for example .3 -1000.1 for near and 1000-x for far. Though I don’t know if this is the best way to go about it or just something i do…

I GREATLY appreciate your detailed reply!

I wanted to respond ASAP so you didn’t think I was ungrateful - but it might take me a bit longer to digest what you’ve recommended, as well as the linked article. Much of this terminology is still over my head, but I’m dedicated to learning.

Regarding your side note though: I have no idea if this affects your advice regarding redundant cameras, but I did fail to mention that this ride will feature a 3rd person view of the dragon, which will be on rails. Again, I have no idea how a dual camera system works, but I just thought I’d mention that I plan on sticking with one POV the entire time, similar to this: 99这里只有精品免费视频,亚洲毛片无码不卡av在线播放,欧美一级日韩一级亚洲一级,中文字幕日韩精品无码一区二区

Thanks again - I’ll be sure to update you with any progress.

Haha yeah, much of it is still over my head even. It’s slightly addictive though, be warned

Kinda like Pringles