Floating Origin Network (FONet) is a Relative Spacetime Framework asset for building endless, high-fidelity open worlds, less jitter & better performance.HDRP and Custom need to be generated, Unity provides a tool for that. Please contact me if you need help with conversions.Floating Origin Network (FONet) allows you to build endless, high-fidelity open worlds, less jitter & better performance that can be continuouslu navigated without numerical instability.Video demonstrating latest single-player origin-stationary action: .Multiplayer network: 2-player, 9-playerFONet 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 via Mirror Network, its open-source licence is referenced in the Third-Party Notices.This is 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 (see discord for latest) are included describing:Single player and Multiplayer Network support for Unity(Unity controller physics), Standard (Rigidbody physics) , capsule and animated mesh characters.Vehicle as player: tested with: HeneGames, NWH Aerodynamics, NWH vehicle physics 2, NWH Water Physics 2 (in progress), 3D Space SciFi Kit vehicle, and Vehicle Physics Pro.Drag-drop integration of animated characters, 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. Tested Cinemachine camera (included with example characters).Other documented integrations3D Space SciFi Kit, Vols 3., 4. by Creepy CatIntegrations not documented separately:Space Station : ISS by Studio LabEarth Rendering Free by Zheng RongOngoing integration support:Extensive testing of integration with or embedding in a range of third-party assets.Planned: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. 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.3. 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.4. Stationary relative action: a perfect fit for VR. 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.5. Turns a predefined large-scale scenegraph structure into one that dynamically changes, refining fidelity and resolution, as the player approaches a local detailed region.6. Temporal Floating Origin (TFO) timed function mapping 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 objects7. Uses only single precision to achieve accuracy and scale that normally requires double precision.8. Loosley-coupled physics controllers integration capability.9. Tested with UI toolkit menu buttons for controlling the application are optional: the code will work with the UI Toolkit asset disabled.10. Mainly supports Rigidbody characters and vehicles.11 Initial support for NavMesh and NavMesh AIs. Only proven on UMMORPG so far.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.Summary benefits: 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 acion to computing.Better than origin-shifting hacks.Improve continuous scale in space and time. Improve performance.Embedding integration into Third-party assetsMultiplayer networkingIntegration of animation assets (from AnimToPlay) characters.Extensive asset and research documentation.No AI was used.




