Repositioning scene to avoid rounding errors

In a large procedural world, it’s necessary to periodically reposition everything back to the origin to avoid coordinate rounding errors. My tests have found that this is fast, but some objects aren’t moved, including any batched meshes (hence most things that are set to static) and certain other meshes (not sure what the pattern is for some of them). What’s the best way to work around this problem?

It sounds like are describing the static batching which essentially just combines the geometry into combined meshes. Unity - Manual: Draw call batching
If you are going to move the geometry then this wont work but you can work around this by doing the combining yourself and creating your own version of static.
Unity - Scripting API: Mesh.CombineMeshes

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Thank you. I experimented and found that it actually seems to run faster without batching anyway.

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