Multiplayer & Floating Origin

Hi,

I’m working on a multiplayer combat flight game. This works if the players stay around/near origin. I need to get the world much bigger.

I have uLink setup with my game using authorative and client side prediction. This works really well. I would like to expand the gameworld and (ofcourse) will run into the float inprecision when the character is far away from origin.

This is solved using the floating origin (as shown on the wiki). I’m just not really sure how to overcome this ‘reset-to-origin’ on the client, but NOT on the server.

Maybe there is a better approach ?

Thanks for your reply :slight_smile:

Do you?

Will you?

How will the server work if you do not address this issue on the server?

Allthough your reply sounds sarcastic, this actually helped me thinking different.