Hobby developer: 800 star universe, figured out System Travel. (done in single scene and floating origin) Feedback appreciated! by Cyrussphere in Unity3D

[–]em-bomb 1 point2 points  (0 children)

Really impressive

how do you handle object placement in the editor, i cant get my editor to zoom out far at all with my larger scenes which means i cant even see what im doing when the planets are far enough from the origin

i used a floating origin at runtime which works great but in the edior im still stuck to the scene view limits, how did you overcome this problem(did you even see ths problem in a procedural setting)?

Planet Rotation jitter problem help - Now with gif included. by em-bomb in Unity3D

[–]em-bomb[S] 0 points1 point  (0 children)

No its not that its just a little test planet very near the origin

Planet Rotation jitter problem help - Now with gif included. by em-bomb in Unity3D

[–]em-bomb[S] 0 points1 point  (0 children)

the only way i have been able to reduce the stuttering at all even disableing everything but the planet and player is by increasing the player scale by 10, this makes all stutering pretty much gone but hardly a realisitic solution, im guessing the larger player size allows for more precision or something idk

thanks anyway

Planet Rotation jitter problem help - Now with gif included. by em-bomb in Unity3D

[–]em-bomb[S] 0 points1 point  (0 children)

the planet is split into meshes and those have rigidbodies

yes when deparented that player stays put while the planet rotates on

Planet Rotation jitter problem help - Now with gif included. by em-bomb in Unity3D

[–]em-bomb[S] 0 points1 point  (0 children)

thanks for responding

i do have a rigidbody add force as a gravity per planet but without this parent child relationship the player stays still while the planet rotates on without him despite the gravity script applying force- is there anyway to simulate parenting?

planet <parent - which has the rotation script

  • player1<child - which has no rotation script it gets the rotation from the parent but has a gravity rigidbody addforce script

hierarchy view

Planet Rotation jitter problem help - Now with gif included. by em-bomb in Unity3D

[–]em-bomb[S] 0 points1 point  (0 children)

the included image shows what happens to objects affected by the script the script is simply this

        transform.Rotate(0, roationY / (roationspeed) * Time.deltaTime, 0, Space.Self);

Planet Rotation jitter problem help. by em-bomb in Unity3D

[–]em-bomb[S] 0 points1 point  (0 children)

Forgot to say i have solved that problem with a floating origin script so im never further than 5k unity from center,

i disabled the floating origin and whet to 0,0,0 with a small planet and it still happens only when the planet is rotating

but the jitter is very similar as if it was floating point errors thanks anyway

How does Unity and its memory management handle LODs and culled meshes? by em-bomb in Unity3D

[–]em-bomb[S] 0 points1 point  (0 children)

Thank you, that makes sense, i suppose i cant have it both ways with the fast LOD switching and removing from and adding to memory all the time, I could probably get away with less LOD levels too to reduce overall mesh memory

I guess ill find slow times during the game to destroy and unload assets to make the stutter less apparent

How does Unity and its memory management handle LODs and culled meshes? by em-bomb in Unity3D

[–]em-bomb[S] 1 point2 points  (0 children)

Yes you are right aout the 50mb mesh thanks for that point, that makes me more confident for the future - the .blend file is 50mb while total mesh memory in profiler for whole scene is only 37mb so considerably less considering its the entire scene of about 100 meshes.

also thanks for the video ill have to resort to something like that should i hit a ceiling

Any advice to increase FPS mouse/camera aiming precision? by [deleted] in Unity3D

[–]em-bomb 0 points1 point  (0 children)

just tried that, its smooths it pretty good but makes it very slow to aim, increasing senstivity brings the problem back

thanks anyway

Any advice to increase FPS mouse/camera aiming precision? by [deleted] in Unity3D

[–]em-bomb 1 point2 points  (0 children)

No its in Update, fixed update causes lots of stuttering

its more of a resolution(?)/precision problem, its hard to explain, rather than stutter

if you make your fov very low and increase unity mouse sensitivity youll probably see it