P0-P-172: Part 86: Long Distance Travel, Skybox
After a lot of work, I have managed to fully implement the long distance travel/floating origin system.
The issue was indeed caused by the collision between the ships hull and the interior objects.
I fixed this by using collision layers. The ships hull only collides against a specific layer (which will contain planets, asteroid, and other such objects) and the interior objects are on a different layer. This solves the collision problem.
I also fixed the skybox. It is now compatible with the floating origin system, although the actually sky textures dont look correct when the camera rotates. This is not an issue, since I will be replacing this skybox with a procedural shader in the future.
I can now fly for extremely long distances, from one planet to another, at very high speeds, and land on other planets without issues. When the player leaves the shuttle on another planet, the gravity and orientation doesn’t seem to work properly, this will need to be added later.
In general, MS2 is going very well. The next issue is to store the level objects on the server, not the client. This project is, or at least, will be, a persistent world multiplayer game, and so I will need all objects to be stored on the server and paged to the client. This is my main task for next week.

07/01/2017 , 07:24:21 PM

07/01/2017 , 11:17:18 PM

07/01/2017 , 11:16:51 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

06/01/2017 , 11:45:59 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

06/01/2017 , 11:45:35 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

04/01/2017 , 04:17:44 AM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone*

07/01/2017 , 07:23:58 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone*
