Floating origin is a hack to avoid float imprecision issues in large scale worlds, but when you have to us it and there are no other choices…
However, when using performing a floating origin, Unity terrains “flash” in reflections (SSR).
Does anyone have any input on how to solve this issue?
PS: This is only (!) an issue with Unity terrains, not other geometry…
You could try performing your float origin switch with async losing terrain on separated tiled additive scenes. This may solve some streaming loads, instead of brute forcing it through a single scene.
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This is a bit extreme but one idea is to convert your terrain into a mesh. Could be split into any number of meshes you’d like, there’s an asset for it and it’s fairly up to date.
Depending on your project this might not be feasible, it could also be frustrating since you’ll have to keep two versions of the terrain, unity’s terrain which is the original version that you work on, texture etc, and the mesh for builds.
It’s a fairly fast process converting from terrain to mesh.
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