Would someone please be able to clarify as to how does Level streaming operate when the world origin shifting is disabled (i.e. multiplayer game)
- Does each individual level have it’s own origin? - I.e. we do not shift world to the player’s position, but to the current level’s origin instead
- Are you still limited by the maximum size level or can you go beyond the 20kmx20km?
- If each individual level does have it’s own origin - how are collisions handled at the level boundaries?
I am designing a space-based game and floating point errors appear to become an issue at long distances from the world origin. I would appreciate any other ideas beyond level streaming (if it even works!) that could also minimise the FP error problems.