Simulation Tiles ECS

Currently I am trying to overcome the float precision problems that Unity and some other game engines have when dealing with large scale maps. (rendering issues as well as physics calculations being off).

A common way to deal with these issues is to use a method called ‘floating origin’, where essentially you move the player back to xyz 0 and move the world accordingly. For multiplayer however, this gets a bit trickier.

I found this post on the Unity forum with a question about using doubles instead of floats, and a Unity employee answered saying that using "simulation tiles’ is a good solution to this problem.

My question is, how would something like this be implemented in Unity DOTS?

It seems like the mentioned post is regarding networked game where the server willl have to manage several player at different tiles.

If you game is not networked, a simple approach would be to have a defined range like 1000 and in a system check if your player/camera is past that range.
When it goes past that range, you trigger a system that will iterate over all entities with translation component and no parent and offset their translation by the range amount.

Thank you for the reply.

To be clear, I am also talking about a networking solution. I really would like it if the “Simulation Tiles” suggestion made by the Unity employee would be elaborated somewhere more clearly, either on the forums or on their awesome learning website