A3
P0-A3: Part 552: Server Persistence, Debugging
I will probably need to postpone the persistence issue until the next milestone.
I have a few ideas, but nothing has fully solved the problem yet.
I have a few more things to do to finish the current milestone, and I then need to port over to Unity version 2019.1.
I will probably return to this problem at that point.
P0-A3: Part 551: Server Persistence, Debugging
The server persistence issue is more serious that I thought.
The issue is that in order to create the world I need to use unity’s transforms (to actually position the objects), but whenever I do this I lose precision.
I can store the actual positions in 64-bit, but I can’t place the objects with 64-bit precision.
Moving around the world works ok, because I am only adjusting the position of each object by a small amount as the player moves (to keep the players position at the origin), however when the player quits the game and resumes, I need to shift the world by a large amount to match their world space position, which is causing the issue.
P0-A3: Part 550: Server Persistence, Debugging
I have switched back to a simpler physics system, which seems to work better for the project at the moment. I may reimplement the advanced physics system later, or stick with this one.
The next major issue is the server persistence.
There is a serious issue with saving and loading the players position when travelling far from the origin.
It seems that there is a loss of precision, causing the players position to be incorrect.
P0-A3: Part 549: Server Persistence, Debugging
I have been working on debugging the complex persistent server/persistent location system in my project, and have discovered some issues.
Under certain conditions, the physics system that I am using seems to fail, and result in “nonsense” values being used for movement, etc.
I am considering temporarily removing the advanced physics system, and using a much simpler system for the time being. This would be easier to debug and maintain, and should be imperceptible to the player.
P0-A3: Part 548: World Builder, Aura2
I have completed my current objectives with the Aura2 system.
The last thing that I wanted to do was enable volumetric lighting on the forests that are generated by the world builder.
I needed to make some more changes to the shaders to get this to work, but the effect is quite striking. I also enabled real-time shadows, which weren’t working before.
The aesthetic quality of the world builder system is now a lot better than it was, although it runs quite slow. I will need to spend some time optimising it.
P0-A3: Part 547: World Builder
I have integrated Aura2 lighting into the world builder.
I now have volumetric lighting working on planets, and the effect looks very visually appealing.
I had to make some changes (including some extensive changes!) to the shaders that I am using to get the lighting and shadows to work properly, but it was worth it.
The lighting is fully compatible with the day/night cycle and weather asset.
I still have some improvements to make to this system.
P0-A3: Part 546: World Builder, Aura2
I have purchased the Aura2 asset from the asset store, and I have begun integrating it with my project.
This is an advanced volumetric lighting asset that should significantly improve the quality of the lighting in my project.
So far, the integration is going well, and the quality of the lighting is excellent. I intend to integrate it into the World Builder next.











































































