Hi there,
I am trying to figure out how to handle floating origin to prevent the floating point precision problem in a top down 2d infinite map scenario. I was checking out the example by britzl (infinity map). There, the idea is to have a root obj that contains all the objects and it is moved to position = -player.pos + screenCenterVector.
It works as expected, but when I get to the point where I want to add a trail effect to the player with particle fx, I do not know how to proceed. The origin reset causes the trail to “loose” its position.
Is there something I can do with the properties of the particle fx or some other “smart” way of going around this problem?