{"id":4571,"date":"2017-01-08T20:39:11","date_gmt":"2017-01-08T20:39:11","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=4571"},"modified":"2017-01-08T20:39:11","modified_gmt":"2017-01-08T20:39:11","slug":"p0-p-172-part-83-long-distance-travelp168","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-p-172-part-83-long-distance-travelp168\/","title":{"rendered":"P0-P-172: Part 83: Long-Distance Travel,P168"},"content":{"rendered":"<p>I have implemented the floating origin system successfully for the time being.<\/p>\n<p>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&#8217;s require a collision mesh of their own to work properly.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<figure id=\"attachment_4559\" aria-describedby=\"caption-attachment-4559\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-09_35_15-PM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-4559\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-09_35_15-PM-300x163.jpg\" alt=\"Unity 01\/01\/2017 , 09:35:15 PM Unity Personal (64bit) - DemoGoodQuality.unity - New Unity Project - PC, Mac &amp; Linux Standalone \" width=\"300\" height=\"163\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-09_35_15-PM-300x163.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-09_35_15-PM-768x416.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-09_35_15-PM-1024x555.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-09_35_15-PM.jpg 1920w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-4559\" class=\"wp-caption-text\">Unity<br \/>01\/01\/2017 , 09:35:15 PM<br \/>Unity Personal (64bit) &#8211; DemoGoodQuality.unity &#8211; New Unity Project &#8211; PC, Mac &amp; Linux Standalone<\/figcaption><\/figure>\n<figure id=\"attachment_4560\" aria-describedby=\"caption-attachment-4560\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_58-PM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-4560\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_58-PM-300x164.jpg\" alt=\"Unity 01\/01\/2017 , 08:13:58 PM\" width=\"300\" height=\"164\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_58-PM-300x164.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_58-PM-768x420.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_58-PM-1024x560.jpg 1024w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-4560\" class=\"wp-caption-text\">Unity<br \/>01\/01\/2017 , 08:13:58 PM<\/figcaption><\/figure>\n<figure id=\"attachment_4561\" aria-describedby=\"caption-attachment-4561\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_19-PM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-4561\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_19-PM-300x163.jpg\" alt=\"Unity 01\/01\/2017 , 08:13:19 PM Unity Personal (64bit) - P0Main.unity - New Unity Project - PC, Mac &amp; Linux Standalone \" width=\"300\" height=\"163\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_19-PM-300x163.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_19-PM-768x416.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_19-PM-1024x555.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-01_01_2017-08_13_19-PM.jpg 1920w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-4561\" class=\"wp-caption-text\">Unity<br \/>01\/01\/2017 , 08:13:19 PM<br \/>Unity Personal (64bit) &#8211; P0Main.unity &#8211; New Unity Project &#8211; PC, Mac &amp; Linux Standalone<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2,17,10,11],"tags":[],"class_list":["post-4571","post","type-post","status-publish","format-standard","hentry","category-art-and-designs","category-p-0","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/4571"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=4571"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/4571\/revisions"}],"predecessor-version":[{"id":4572,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/4571\/revisions\/4572"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=4571"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=4571"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=4571"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}