Procedural runner level creation

Hi guys,
the question is:
In a game like Temple Run, is better move the player or move the entire generated level as a child of an empty object called for example “Level”?

For instance, if i move the player, it can move far away from 0,0,0 position.

Could be a problem for a position like (0,0,9999)?

Isn’t better move the level and take the control and the advantage of a fixed position instead?

Sorry for my crappy english.

Thanks, Pakizip.

Pakizip, there should be no problem - I haven’t extensively tested it, but the boundaries of what a number can be in Unity are most likely on the order of double.MaxValue or decimal.MaxValue - which is, pretty honkin’ large. I’ve seen no world unit cap on a Vector3 in two years of using Unity.

That being said, just to be absolutely sure, I’d suggest moving the player and not the level, not that it should make that much of a difference. Either way, you have to A) animate the player, and B) the player has to detect when they collide with some obstacle or fall onto sprites. Controlling the player should greatly simplify your implementation.

move the player