I’m currently working on a pretty large project where I have set up map segments of a rather large size, everything seems to work just fine however if I place an object (or anything really) further than 100,000 on the “X” axis I can no longer center my workspace on that object.
I’ve noticed that anything below 100,000 on the “X” axis works just fine, for example if placing an object at say, 84480 X and 6,000,000 Z Centers just fine even though this number is ridiculous. However if I place it at 250,000 X and 6,000,000 Z unity is no longer capable of centering the workspace on that object.
Are there any fixes to this? I’ve put in quite a bit of time to have my map match a specific size only to find out Unity has this small bug…No way I’m going to be able to track down EVERY object past the 100,000 mark.
You will run into serious floating point precision issues with numbers that large; you should generally stay within 10,000 units of the origin. There are a bunch of topics in the forums about how to deal with large scales.
The error becomes quite large if you use a lot of seamless terrain pieces: I’ve tried it. I was so excited with the asynchronous load functions for scenes to get a large seamless terrain; but then the amt of error in the floats started killing me.
I keep hoping Unity will change all the “floats” to “doubles” in their application/tools and solve that problem for larger scale applications. With the scale of numbers in the 64 bit applications (and surely Unity will be 64 bit at some point) seems this would be where they want to go. But then I’m maybe just a dreamer
I’m not great with unity texturing yet but if I can adapt the texture size to match a smaller map size and keep my player aspect ratio I’ll be ok with that. Thus far no luck…