LypyL wrote:You can get rid of the terrain colliders on the distant terrain if you want, I've tested that idea I had for a fix and it seems to be working. Any luck with the terrain bug?
yeah, one even has to because it otherwise it can and will happen, that the player starts climbing terrain colliders from the far terrain inside the near terrain distance (far terrain is no longer rendered in the near terrain distance, but it is computed and so are colliders).
As I wrote, the terrain bug was caused by the floating origin script in multiple different places. I have to investigate this further (if my script is compatible with floating origin if the script is only present once, otherwise I have to make it compatible)
Interkarma wrote:Nystul wrote:
edit2: I found the culprit: active floatingorigin script in PlayerAdvanced. Interkarma, where do one have to put this script and activate it. Somehow I found it on 3 different places: PlayerAdvanced, Camera and StreamingWorld - is this correct?
FloatingOrigin should only be attached to the parent player GameObject (peered with player controller like PlayerMotor, this is to clear moving platform logic in controller). Then set the StreamingWorld reference in Inspector. You can also build an array of OtherParents to float other GameObject hierarchies around (you can just ignore this in most cases). I will eventually add an event to FloatingOrigin that triggers when it does its thing to simplify this.
I just checked the demo scene in current build and FloatingOrigin was also attached to Camera (from an older iteration I hadn't cleaned up). I've removed that one now, thanks for letting me know. I don't have it attached to StreamingWorld though, not sure how that one got there.
the floating origin script in streamingworld script was an error on my side. I added it because I thought it belongs to streamingworld...
it would be nice to have a subscribeable event for floating origin update or something similar which i can react to in my script... because I don't want to hack your floating origin script
There would be other situations where this would be handy, e.g. StreamingWorld initialization finished event