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Question World unit limitations? (10,000?)

Discussion in 'Editor & General Support' started by Bluelattice5555, Jul 15, 2022.

  1. Bluelattice5555

    Bluelattice5555

    Joined:
    May 8, 2020
    Posts:
    34
    I've searched for this in the past and the "10,000 units limit" figure seems to be tossed around quite a bit. My question is specific about this however: Is this only a problem for physics? Does it adversely affect animation at all?

    When it comes to world building, I find that this is a difficult thing to get around. If I make the scale of my character normal sized, I feel cramped in the 10,000 unit limit. If I make the character smaller, I have plenty of room, but then I run into other problems, like having to set the Terrain Tools brush size all the way down to 1 when painting textures and it won't go any lower for more precision.

    I would love to just ignore this whole "don't go past 10,000" thing if I didn't need to worry about it to begin with. I think the only "physics" my game will use is the character controller, but I don't know if that counts? I'm not bouncing objects around or anything like that.

    If it comes down to it, I think I will be forced to resort to keeping the player at 0,0,0 and simply move the world instead because I really need the space.
     
  2. Lynxed

    Lynxed

    Joined:
    Dec 9, 2012
    Posts:
    121
    If you will try to do a single-piece terrain size of more then 10k, your terrain physics will start failing on the borders of that terrain no matter if you translate it relative to your character. There is a problem of floating point error. Resetting the origin around your player will work if you subdivide your terrain into separate terrain patches roughly 8-10k size and will reset those.
     
  3. Bluelattice5555

    Bluelattice5555

    Joined:
    May 8, 2020
    Posts:
    34
    Yes, just today I read about the reset method. That means I won't have to rewrite my code to be moving the world instead of the player. I could still move the player around as-is, but just reset positions. A much nicer solution. Very, very nice.

    I was unaware of the terrain limitations however. Very good to know. This type of thing means a lot to world design because I would guess there's no easy way to seamlessly match up one terrain to another. Might be appropriate to stick objects along that seam like a giant cliff or maybe put it underwater with only a sliver of land to connect the two, or something. I'll play around with it and see.

    Thanks for the response.