@Puredeath Before the floating origin update, if you got far enough away from the origin, bad stuff would start to happen due to lower floating point precision. The physics engine would start to get a little wonky and cause parts to jiggle, which would get worse the further from the origin you got. I think we were also experiencing some graphical issues as well. The problem seemed to get 10 times worse when we moved to Unity 5 though. It HAD to be dealt with if we were sticking with Unity 5. Also, flying to the other island would not have been possible before this change due to those issues as well.
@Puredeath Yeah, sorry... the floating origin can be a pain. If it helps in testing, you can change the floating origin threshold (how far away you can get before a reposition) using the dev console in the game. When I am testing a floating origin problem, i usually drop the threshold really low, like 50 or 100 so I don't have to fly so far every time I want to test a change. The following command in the dev console will allow you to adjust that threshold: ">>FloatingOriginScript.TargetThreshold 1000". Change the 1000 to whatever you like (1000 is default).
@nathanmikeska yeah the texture is an issue I will get to after I can get it to update positions properly, and since then I have removed unity's trailrender from being called, (I hadn't doesnt that at the point, im kinda really new to unity) my current issue is getting the trail to turn off, and when the origin updates a phantom trail appears mirroring the current one across the point that the origin changed
@Puredeath That is a lot of pink lines... I'm seeing a lot of errors in the console. I think there are a couple things going on here. First, I think there is some kind of issue serializing whatever material/texture you are using for the renderer, which is why things are pink (probably a bug on my end). Try using a material/texture that is not built in to Unity. Second, I suspect your trail renderer is getting created every frame. Looks like maybe the part modifier script was not updated to reference the new trail renderer and that issue is resulting in a new trail renderer trying to load every update call.
What does it look like? Seems like those image files are incompatible with iPhone. Unless they spell out 'no preview available' error messages in the sky that is ;)
I'm on iOS can I mod simple planes?
@slimetech just click the link and move it to the mods folder in the game.
@Puredeath how do i download mods?
(no, im not on a iphone im windows)
Looks like I'm being shot with weird red lasers
@Puredeath Before the floating origin update, if you got far enough away from the origin, bad stuff would start to happen due to lower floating point precision. The physics engine would start to get a little wonky and cause parts to jiggle, which would get worse the further from the origin you got. I think we were also experiencing some graphical issues as well. The problem seemed to get 10 times worse when we moved to Unity 5 though. It HAD to be dealt with if we were sticking with Unity 5. Also, flying to the other island would not have been possible before this change due to those issues as well.
@nathanmikeska well thats good to know, thanks. Why was the floating origin implemented in the first place?
@Puredeath Yeah, sorry... the floating origin can be a pain. If it helps in testing, you can change the floating origin threshold (how far away you can get before a reposition) using the dev console in the game. When I am testing a floating origin problem, i usually drop the threshold really low, like 50 or 100 so I don't have to fly so far every time I want to test a change. The following command in the dev console will allow you to adjust that threshold: ">>FloatingOriginScript.TargetThreshold 1000". Change the 1000 to whatever you like (1000 is default).
@nathanmikeska yeah the texture is an issue I will get to after I can get it to update positions properly, and since then I have removed unity's trailrender from being called, (I hadn't doesnt that at the point, im kinda really new to unity) my current issue is getting the trail to turn off, and when the origin updates a phantom trail appears mirroring the current one across the point that the origin changed
@Puredeath That is a lot of pink lines... I'm seeing a lot of errors in the console. I think there are a couple things going on here. First, I think there is some kind of issue serializing whatever material/texture you are using for the renderer, which is why things are pink (probably a bug on my end). Try using a material/texture that is not built in to Unity. Second, I suspect your trail renderer is getting created every frame. Looks like maybe the part modifier script was not updated to reference the new trail renderer and that issue is resulting in a new trail renderer trying to load every update call.
@Ctracerx2 look at the one i just added
@AndrewGarrison @nathanmikeska I wish I knew how to tame what I just did (look at mod at the bottom)
@Ctracerx2 lol, Im trying to find/ make my own script (that hopefully will allow for easy color changes)
@Puredeath oh I see. That would be a problem
@Shmexysmpilot they are mods, and the trail jumps around basically
What does it look like? Seems like those image files are incompatible with iPhone. Unless they spell out 'no preview available' error messages in the sky that is ;)
@AndrewGarrison float like an origin, sting like a bug. Looks like I am gonna get to make my own trail script
Floating origin strikes again!
@ctracerx2 this is what happens