Hi everyone!
So, I have this rather complex Unity project, I've been working on for the past months.
So I will try to narrow it down to only the most relevant parts.
The game's core is pretty much your standard space sim,
meaning you're flying your spacecraft through open space.
To do that, I have a "Player" GameObject in the scene's root.
The Player has a Rigidbody (3D) attached, and a simple box collider.
And it has two child objects: One is the actual ship (incl. meshes, etc.) to be used for the simulation and outside camera views. The other is the cockpit (also containing meshes) to be rendered on top of the main camera's image by another camera.
The ship is then moved by applying force (and torque) to the Rigidbody.
So far, everything seemed to work smoothly. But I discovered, that if a coordinate exceeds about 20k on any axis, I get a very visible stutter/jitter in the cockpit. Will I really have to re-scale my whole game into miniature wonderland or did I overlook something?
It might be important to note, that as soon as I get the jitter, I can make it worse by changing course in any direction. Also, returning to my starting point (thus, putting coords into "working parameters" again) won't cancel the jitter. Neither flying back nor setting the coords by script will help.
Any idea will be much appreciated.
Thank you very much