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Rigidbodies can be said to operate in two modes: Non-Kinematic has physics driven movement, the physics engine will consider any forces brought to bear on the object to calculate and apply changes to velocity, rotation and position. Kinematic lacks physics driven movement, the physics engine will not cause this object to move and any forces on the object ...


3

A few things catch my attention off the bat. First: filedata = sr.text.Split('\n').Select(s=>s.Split(',').ToList()).ToList(); Feels highly dubious to me. Are you sure this is doing what you expect it do be doing? Second: float halfWidth = mainCamera.aspect * (mainCamera.orthographicSize/100); float tempYOffset = ...


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A combination of both methods is what I've used in the past. Essentially your character is still moving around in the world with a set number of chunks following them. Each axis of the chunk array is like a conveyor belt of chunks, shifted when new chunks are loaded and old chunks unloaded. Make sure you're not reloading chunk data when shifting it, just ...


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Thinking about how we render our virtual worlds you do several things ... setup a vertex buffer setup a shader stack set some constants (world, view, projection) for the frame and object So logically thinking about that, to move the entire world 1 chunk in any direction what do I actually change on my normal render cycle ... ... Nothing ... I do the ...



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