Floating Origin Network (FONet) is a Relative Spacetime Framework asset for building endless, high-fidelity open worlds, less jitter & better performance.HDRP and URP need to be generated, Unity provides a tool for that. Please contact me if you need help with conversions.Floating Origin Network (FONet) Builds on Dynamic Resolution Spaces to add Rotation Floating Origin optimisations and more networking. Small space-oriented games will be built on top of this foundation.Includes the following Floating Origin components:1. Rotation Floating Origin (RFO): supports view and orientation-related optimisation.2. Continuous Floating Origin (CFO): improves quality and accuracy around you, no matter where you move in virtual space.3. Count Zeros Clock (CZC): for improved time fidelity and tasking management.4. Dynamic Resolution Spaces (DRS): extends CFO scalability with dynamic space management.Multiplayer networking is supported, currently via Mirror Network, its open-source licence is in the Documentation folder. The Built-in Rendering pipeline version provides simple networked multiplayer. The Unity 6.0 Universal Reandering Pipeline version adds more sophisticated network capability through integration with uMMPORG (also from MIrror).A scripting-based asset developed primarily for programmers. However, if you are not familiar with coding, help is available.Powered by the Floating Origin©® meta-algorithm, copyrighted and trademarked (TM number: 2229697) to protect you from false and misleading information as much as my IP.Extensive documentation and demos: :Utube channelDiscordTechnical articlesWeb siteIt is recommended to install into a new project first.Social and additional informationUtube channelDiscordTechnical articlesWeb siteLow-impact easy third-party integration is supportedDocuments are included describing:Multiplayer Network support for capsule and external asset characters. Stationary zero-centered motion and interaction, physics supported. Vehicle as player: tested with: HeneGames, NWH Aerodynamics, NWH vehicle physics 2, NWH Water Physics 2 (in progress), and Vehicle Physics Pro.Drag-drop integration of animated cahracters, created by AnimToPlay. Characters created in this way have been tested from the following thired-party assets:BitGem: Ghouls, Dungeon mason: Scifi hero robot, Explosive: Crafting Mechanim, Kevin Iglesias Basic Motions, Marcelo Bario's Robot Soldier and Robot Pack 2, Maksim Bugrimov's: Adventure Character, Sci_fi Character renegade, "Dwarfs", and PBR Customised Soldier packs; Mixamo Melee axe pack, Ramsterz: Witch Hag Animations, Rukha93: Modular Stylized Character, Synty Studios: Polygon Farm, Polygon Mech, and Move Motion Pack; N-Hance Studio: Stylized Fantasy Werewolf, Toon Harbor Pack, Julhiecio GameDev: JU TPS 3, UMA 2, Unity: Robot Kyle, and ZOMBIE PRO: MoCap Animation Pack.4. Space Graphics Toolkit (SGT): Integration offers a replacement for SGT "floating object/origin-shift" system) and scaling up of objects, such as planets, to full-scale.5. Game Kit Controller (GKC): This is not available at the moment (from mid 2024), until problems with recent GKC versions are solved.Other documented integrations 3D Space SciFi Kit, Vols 3., 4. by Creepy CatIntegrationed not documented separately):Space Station : ISS by Studio LabEarth Rendering Free by Zheng RongPlanned:Extensive testing of embedding in a range of third-party assets.Improvements to full-scale Earth space run and destination scenes (investigating Cesium integration).Features:1. Automated support for converting animations into playable characters with unrestricted interactive physics performance via the Free asset AnimToPlay.2. Stationary relative action: a perfect fit for VR.3. Provides the basis for large-scale space and speed, continuous relative travel, with high fidelity, over Solar System distances. e.g.: Solar system travel without moving.4. Solves Distant Relative Jitter (DRJ): DRJ and Wandering Tower problem that is not prevented by the Continuous Floating Origin asset. Solves precision/jitter for surfaces and textures, planetary scale travel, and sensitive physics interactions.5. Stationary interaction and physics: e.g. when the player collides with an object, the player remains stationary and the entire world is moved away instead.6. Turns a predefined large-scale scenegraph structure into one that dynamically changes, refining fidelity and resolution, as the player approaches a local detailed region.7. Temporal Floating Origin (TFO) timed function mapping (via Count Zero's Clock) to improve the fidelity of temporal logic and calculations and protect long-running games from increasing time error. This also provides multitasking/timers design freedom from Coroutines tied to Monobehaviors tied to Scene objects8. Uses only single precision to achieve accuracy and scale that normally requires double precision. Consequently supports higher floating-point bandwidth compared to using double precision.9. Easy configuration from single to multiplayer by adding more than one player prefab.10. Loosley-coupled impulse (add-force) controller integration capability.11. Tested with UI toolkit menu buttons for controlling the application are optional: the code will work with the UI Toolkit asset disabled.12. Mainly supports Rigidbody characters and vehicles.Benefits:1. You will have the freedom to design full-scale applications to Solar System size with a single Unity scenegraph and still be able to navigate it as a continuous high-fidelity space.2. You will not have to use double-precision variables that have to be typecast down to single precision and require double the CPU/cache, network, and CPU/graphics bandwidth.3. Map/space design flexibility. The places where you need high resolution can be anywhere. You do not have to divide the map into fixed-sized sectors/chunks because of some jitter limit.4. You will not be forced to use hacks like scaling down World/objects, or complicated, object/origin-shifting, sectorising maps. Avoid the complexity of managing sector transitions and portals/jumps are not required.5. Improved performance with many common calculations like distance determination.6. Improved time fidelity with the included implementation of Temporal Floating Origin.7. Greater design freedom via the multi-tasking implementation of Count Zero's Clock.8. No need for multiple special "floating origin" objects and Scene nodes. Some object-shifting or fake "floating origin" assets rely on such purpose-built things for each object/entity you need to scale. This asset works with standard scene nodes and objects.In summary, the benefits are: increased scale, performance, design flexibility, and simplicity; with multiplayer and third-party character controller support.Powered by real Floating OriginFreedom from positional jitter and numerical instability.Unique application of stationary relative motion to computing.Better than origin-shifting hacks.Improve continuous scale in space and time. Improve performance.Embedding integration into Third-party assetsMultiplayer networkingDrag-drop integration of animation assets and conversion into playable interactive characters.Extensive asset and research documentation.No AI was used in this version.




