That is a pretty big threshold and is likely to produce errors.
Real floating origin does not move the player (It starts and stays at Zero), so you are using world/origin shifting with conventional player movement. The errors are not consistent, I can set up a method to log the current heightmap array in the event of someone spotting one, to try and look at if there isn't something weird with the actual numbers internally, but that's about it, and that wouldn't really provide me any sort of approach to repair =/ I'm at a loss of what else to look into/test though. If it's not my math, and it's not the shader, Unity's internal math is the only thing left I can think of. I wrote a message to Jason Booth the author of Microsplat as that's the shader I'm using on the terrains, in case he has any idea what could be going on. Doing that whole thing for 250 iterations over about half an hour and was not able to generate any math errors. Generated new numbers and ran then again for 100 times. I ran the same math/methods that generate the terrain heightmaps using 256x256 random values between 0-999999 and reran the same math 100 times to try and just brute force an error, checking each step against the first. So the errors that I was finally able to see in the editor on my own machine yesterday were at like 2000m, just fyi. If it is hardware I'm not sure how I would go about detecting and intercepting it though that should be possible Furthermore these are experienced by less than 0.1% of my players, so if it's a precision error it's a hardware error, as the vast majority of hardware does not seem to produce the problem. I also don't have player hosts (non-dedicated servers) enable world shifting, so it's easy to "host" a game, cheat teleport out to any distance and experience the effects cause by floating point precision errors, which are primarily a jittering of camera/meshes, nothing like spikes in the terrain. I do use a "world shift" method and have for over 3 years, without problems (I've had a player go out to 1,000,000,000m where the combat math/monster health math and things start to error, but the biome/world generation still/world shifting still works). I did not go through the whole thread with a fine comb if you were trying to point something specific out, but these are not floating point precision errors, perse. nothing like that on my screen, and I've gone out to 10,000,000m+.? I don't get itĬould there be some kind of a compute inaccuracy on his CPU? He's out at like 500,000m, so I'm feeding the noise numbers some pretty big numbers, but again. One of the screenshots he showed me recently very clearly showed that the spikes max height were follow the terrain height, ie: they were all +250m or something like that. Some days he gets none, some days he gets a lot I use the FastNoise library to generate heightmaps based on world positions. He says sometimes he'll load, everything will look fine, he'll do a 360 and the spikes will show up. One player that has them is very active and cooperative, I just am not sure where to start. I have sold 10,000+ copies, been working on this 4 years, and never once seen them myself, and talk daily with lots of other players that have never seen these. Some units also have shields able to absorb the strength of an incoming attack partly or entirely.I've got 1-2+ players that get these weird spikes on my terrains. Many units in WorldShift have power which the player can spend to perform special actions such as spells, healing, or stronger attacks. The game is centered on unique cooperative multiplayer gameplay. There is a three-tiered unit system, with outstanding leader units, strong officer units and then more common basic units. The players will gather items as they fight their opponents and as rewards for completing missions. In WorldShift, there are no technology trees featuring hundreds of upgrades instead, WorldShift allows the players to discover and acquire a vast number of items and powerful relics that they can use to freely change their gameplay and preferred tactics and to attack their enemies. The rest of the Earth is populated by what is known to be the Tribes, successors of the early humans that were affected by the Plague, and the Cult, a mysterious alien race with unknown origins. The human race has developed a new culture and is now living in five shielded mega-cities, struggling to survive from day to day. The remains of the mysterious object, known as Shard Zero, are still spreading its Plague and reshaping the Earth. WorldShift is set thousands of years after those events, when the human civilization is no more than just a fading myth. In the 21st century, a mysterious object lands on Earth ending all known civilization.