Player is origin 0,0,0

I've been having a problem with Floating point inaccuracy, where as the player moves beyond the world 0,0,0, by to much he starts to shake. I've come across a youtube video where the uploader mentions that he has fixed the floating point issue by making the world refrence the player as 0,0,0.

http://www.youtube.com/user/imjinc2k

"FP-precision fix is implemented by translating every physics object in the scene such that the player becomes the origin (0,0,0)"

I know you can override some rigidbodies physics properties in script by.

function Awake()

gravity = 0;

rigidbody.mass = somenumber;

rigidbody.drag = somenumber;

so the rigidbody.drag and .mass are script over rides. Is there a physics.origin over ride?

aka.

function FixedUpdate()

physics.origin = transform.Translate(player)

Is there some documentation on doing this?

The phenomena is known as "Spatial Jitter" here is a paper explaining the problem and possible solutions:

http://www.floatingorigin.com/pubs/thorneC-FloatingOrigin.pdf

In short:

change [the] system from moving [the] person through the solar system to moving the solar system around the person

I figured I would be encountering this problem sooner or later on my current project so I wrote some code. This script detects when the camera is further than 'threshold' units from the origin and moves everything so that the camera is back at the origin. I also set the physics to disable beyond a certain threshold as well. That part of the code is quite crude, I'm not sure if there is a better way to disable physics. When testing I discovered the particles weren't getting moved so I had to do them separately. Hopefully this is useful.

http://www.unifycommunity.com/wiki/index.php?title=Floating_Origin

Please let me know if it can be improved.

Not the solution you're looking for, but depending on your needs it might be easier: Have you considered just scaling everything down? Probably by a factor of 10 or 100. Unity generally works best if you assume 1 unity unit = 1 meter, so if your character is a lot larger than that you might run into level FP issues sooner than if he was smaller.