Mesh static at extreme positions

I have a few procedural projects that generate the environment around the player as the player infinitely explores in any direction. The problem I’m finding is that the further from world zero the player goes, the more the mesh edges start to visibly “wobble / shake / wiggle” - I solved this on one project by offsetting all the world objects and the player back to zero periodically, but it seems hacky. Is there a better way to do this?

There is an initial floating-origin implementation, see here:

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