Continuous Floating Origin

Continuous Floating Origin (CFO) is the first Relative Space component for making your games scale without jitter, glitches and other floating-point limitations.

Latest install-configure-run vids (Large-scale parts for Dynamic Resolution Spaces):
Floating origin multiplayer GKC integration,
Network Floating Origin Complete Install, Configure and Run,
Floating origin install, setup, configure and run.

Developed by a programmer primarily for other programmers. However, if you are not familiar with coding, help is available.

Floating Origin©® is copyrighted and trademarked (TM number: 2229697) to protect you from false and misleading information as well as my IP.

Social and additional information
Channel
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Technical articles
Web site

Integrations supported
Separate documents are included describing integration for:
1. Game Kit controller (GKC): Integration allows multiplayer floating origin movement and stationary action on GKC characters. An interface (API) has been added that allows switching of control between CFO and GKC.
2. Space Graphics Toolkit (SGT): Integration offers a replacement for SGT origin-shifting and full-scale space and objects. Continuous travel with high fidelity over larger distances can then be added with Dynamic Resolution Spaces
3. Mirror Network: Multiplayer networking with basic or instantiated prefab avatars. CFO movement and stationary action, physics supported. No other game mechanics yet.
4. Robot Soldier (https://www.artstation.com/marcelobarrio). Example of an animated player character with FONet player control (no external character controller).

Note on floating origin:
Many player/camera “shift” methods, named “floating origin”, move the player, then back after a threshold distance is reached. These shifty methods are not real floating origin. They glitch, don't scale well in speed and size, and provide no special performance optimisation opportunities. All solved by the real solution provided here.

Features:
1. Stationary (relative) motion: a perfect fit for VR. Player/camera stays at the origin and the world is moved around the player. It appears as if the player is moving through the world.
2. Floating Origin Network multiplayer.
3. The fixed Zero position for player/first person camera enables performance optimisations, such as faster distance calculation.
4. Player/vehicle collisions. When the player/vehicle collides with an object, the player remains stationary and the entire world is moved away instead.
Generic demo vehicles now include car and ship with dummy player in translucent cockpit 5. Rigid-bodies colliding with the player react normally using the unity physics.
6. Uses only single precision to achieve accuracy that normally requires double precision.
7. Support for integrating with existing apps, and controllers. Includes documentation for specific external game/player controllers: Game Kit Controller and Space Graphics Toolkit (SGT). Additional links to video tutorial/demos.
8. Jump/teleport to different locations with view presets using a keystroke.
9. Change between avatar and vehicles. CFO lets you switch between avatar to vehicle and operate them with the same movement controls.
11. In-World user instructions.
12. No dlls - get all the code you pay for.
13. Frame rate and speed meter added.
14. A basic implementation of Termporal Floating Origin patterns is implemented to improve time logic and calculations fidelity.
15. Made to work with Rotation Floating Origin (more performance) and Dynamic Resolution Spaces (easier, flexible scaling of large worlds) and other modular components.

Benefits:
1. CFO is higher fidelity and more scalable than the conventional player movement or fake "floating origin" algorithms.
2. Enables fast origin-centred optimisations, such as faster distance calculation and billboards rotations.
3. You can make larger open worlds without jitter, glitches or z-fighting.
4. Player movement will always be maximum fidelity and smoothness.
5. Math based activity, such as collisions and physics, will always be maximum accuracy.
6. Greater reliability from less error and jitter.
7. You will not have to use double precision variables that have to be type cast down to single precision. Note: doubles can be handled in a special, precision preserving way.
8. Portability. The asset does not rely on recent Unity editor-specific user interfaces, it does not depend on special pipelines or graphics card capability. With no dlls, the code is therefore portable across pipelines and hardware.
9. Multiplayer network. Support for networked multiplayer is underway.

Known issues:
1. Changing vehicles is disabled until I complete the vehicle riding code. 2. A performance issue has appeared with large numbers of physics objects. It is being investigated. 3. This asset is going through a lot of change during the testing of the networking additions so there may be some bugs/issues.

In summary, you can scale your games and not worry about jitter and precision limits that occur with conventional camera movement and shifty methods. You gain extra fidelity and performance opportunities for free. Flexibility, portability, and modularity help you plug, play and port.
Based on my original 2005 floating origin paper and earlier publications on keeping the player at the origin, floating point resolution and scale.
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