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Floating Origin Network: Real Floating Origin – Free Download

Floating Origin Network: Real Floating Origin – Free Download

Tsunami 7 October, 2026
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Floating Origin Network enables building jitter-free, endless, high-fidelity open worlds with fast performance. Supports conversion or integration of conventional (non Floating Origin) assets.

For more details about this asset: Click Here

This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.

Floating Origin Network: Real Floating Origin v2.6

VIP Only

“If possible, please buy the package to support the developer”

Description

Innovations: Real Floating Origin, stationary relative action, and dynamic spaces algorithms.

Latest single-player video demonstrating origin-stationary action, this time with half-precision motion details.

Multiplayer networked: Kyle, Ethan 2-Player, 9-player

Design goals

The main design goals are:

Flexibility. This includes:
Rigidbody physics (e.g. collisions, gravity, …) without the need for fixed timing (FixedUpdate). Curently the controller for the “Ethan character” demonstrates this capability.
Support for low-impact integration or conversion of conventional (non Floating Origin) assets,
One simple applications settings UI,
Configurable settings for developers (scriptable objects).
The Framework can also be embeded in another application, in which case the third-party code provides UI and interaction controls.
Do more with less compute and memory.

Solve numerical limitations and error, such as jitter.
Maintain high performance.

My research uncovered general purpose fundamental designs and algorithms that achieve the above goals and work across many aspects of computing, such as:

Code and memory size optimistion. Innsulates fom RAMageddon.
CPU/APU performance.
Bandwidth improvement.
Accuracy, and
Scalability.

Approaches

The main approaches are:

Leaverage real Floating Origin which applies to all of the aspects listed.
Code and data optimisations, with emphasis on use of smallest integer and float data units where possible.
Data Oriented Design (DOD) supports CPU/GPU optimisations and structural simplification.
Along with normal bandwidth optimisations, the network communications bandwidth will be optimised as much as possible.
Replace Monobehavior classes with DOD class+structs to reduce overhead and support a cleaner, cache and bandwidth friendly base.
Future: A hybrid ECS/DOD/OO system will be considered.
Multiplayer networking is supported via Mirror Network, its open-source licence is referenced in the Third-Party Notices.

Social media, extensive documentation and demos

Low-impact easy third-party integration is supported

Documents (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 integrations:

3D Space SciFi Kit, Vols 3., 4. by Creepy Cat.

Integrations not documented separately:

Space Station : ISS by Studio Lab.

Earth Rendering Free by Zheng Rong.

Ongoing 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 objects

7. 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.

12. Half precision motion data and code tested and proven for test Scene and Space run to Earth. Limitation: only working for Ethan Standard assets character. The Kyle Starter assets character needs to be modified for Space trave to work.

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.

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