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P0-P-172: Part 83: Long-Distance Travel,P168

by on Jan.08, 2017, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have implemented the floating origin system successfully for the time being.

The issues that I was having were related to the fact that I have a number of collision meshes on my shuttle object that are within other collision meshes. This is because the ships hull has its own collision mesh, and the web-based gui’s require a collision mesh of their own to work properly.

I solved previous issues with this by simply ignoring collision between the hull and the interior objects (Using Physics.ignorecollision()). This worked before, and it seems to work now too. The players ship is having its position updated every time it exceeds a certain distance from the origin, and there is no noticeable jitter or lag at all.

I have also spent some time working on my 3D-printed model. I believe I have mostly fixed all of the thin walls and bad faces/edges that were in the model, with the exception of the characters hands, the fingers are still too thin.

The next goal is to get the terrain textures working on all planets in the scene. Currently, the position, radius, and height of the planet is hardcoded in the shader for just one planet.

Unity 01/01/2017 , 09:35:15 PM Unity Personal (64bit) - DemoGoodQuality.unity - New Unity Project - PC, Mac & Linux Standalone

Unity
01/01/2017 , 09:35:15 PM
Unity Personal (64bit) – DemoGoodQuality.unity – New Unity Project – PC, Mac & Linux Standalone

Unity 01/01/2017 , 08:13:58 PM

Unity
01/01/2017 , 08:13:58 PM

Unity 01/01/2017 , 08:13:19 PM Unity Personal (64bit) - P0Main.unity - New Unity Project - PC, Mac & Linux Standalone

Unity
01/01/2017 , 08:13:19 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

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