Office Hours - Large Coordinate Support

What progress has Unity made towards supporting double precision world coordinates? There is an interesting discussion here Large world coordinates - double precision data - Unity Engine - Unity Discussions.

I do not have to use a shifting origin Unreal, and I would like to know when the same capability will come to Unity.

Thanks,
Shaun

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This seems to be the best we’ve got so far.

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There also is a random Unity developed framework which tries to address something like this: GitHub - Unity-Technologies/com.unity.gis.high-precision-framework: This high precision framework is a package which allows for the easy creation of large-scale visualizations. It has the ambition of solving problems outside of the pure geospatial streaming applications.

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The recent kindom demo is quite huge, I wonder if that does anything special?

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have you looked at it? it’s literally just 1x terrain tile at like 1200x1200 … it’s not exactly pushing the limits on large worlds, it is a good example of making the most of what you’ve got though… but terrain and supporting better tooling for being able to build large worlds and have graphics performance not drop off a cliff would be nice… the fact that we have to look at third party addons for better detail renderers just to handle adding grass etc to a terrain is a bad state for unity and one that keeps us stuck on whatever the asset devs can support around unity’s srp changes etc… so that does tie into graphics.

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This isn’t a solution. It does not provide actual double precision coordinates in the transform hierarchy.