Sub scenes disable origin shift?

Hi!

I have a few sub scenes placed in the project, however since it’s a flight game I need their activation distance quite big (about 10km), otherwise you’d see the buildings pop out visually when sub scene is enabled/disabled.

Everything is working fine, but it looks like origin shift stops working when plane enters the sub scene. The camera then gets position relative to the sub scene origin (which when entering is 10km from origin), and physics/position of my plane starts to jitter obviously.

Origin shift starts working again when the plane leaves the sub scene, and positions it to 0,0,0 correctly (I have origin shift set to 0).

TL;DR - how can I retain origin shift on my airplane when it enters sub scene?

Thanks!

Hi @PERMADEATH, welcome to the community!

What you’re seeing is intentional; sub-scenes disable origin shifting by design. Sub-scenes are best for experiences that stay within relatively small areas so that you don’t have to deal with complications from origin shifting, especially for systems like physics.

What objects are you including in your sub-scenes? If the sub-scenes contain 3D Tilesets, then you don’t need sub-scenes to control when they appear. They will only load if they are in view anyways, and the rate at which they will appear is controlled by the Maximum Screen Space Error.

Otherwise, if they are just 3D models, I recommend tiling them as 3D Tiles on Cesium ion so they can take on the behavior described above.