I am making a small MMO game
There is a client and server side, I am talking right now about the server side(unity instance)
- The server unity instance will simulate the AI enemies wandering around the world.
- The world will be built off 20-50 islands.
- Now because of 32bit float precision errors on positions greater than 4k in x,y,z I need to make some kind of special solution.
- Each island will be its own scene and at runtime the server will load all of those scenes and center them in the middle of the world and I want each AI to interact with its scene only.
- Also I will need this solution for instanced dungeons simulation
So my questions are:
- I know you can separate physics in scenes with physics scenes but how does it work with the pathfinding project?
- how can I scan many graphs for 10+ scenes that can be loaded/unloaded in clients at runtime? my current idea is to load all scenes and have a separate A* Scene with AstarPath Singleton Component in it, but how will I load/unload each graph at runtime instead of loading all graphs for all scenes.
- is it possible to move recast graphs position in runtime when I move the whole world to the center to solve floating point precision in clients?
Thanks!(I’m using the production non-beta version)
Possible solution to 1: in the simulation in the server, I can center all scenes at 0,0,0 then raise each scene to a different height(let’s say 100 meters between each one on the Y axis)