What are the best practicies in implementing world origin shift in precision dependent game?

I’ve actually wondered this as well. Instead of world origin shift I’ve always made my own grid floor actors and loaded them in and kept the player at 0,0,0 world while updating the floor location. It’s an old school method of giving the illusion the player is moving relative to the ground in a top down perspective but comes with its own set of collision, overlap and trace issues

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