I’m trying to create a game where there are a couple of maps, that are open, and out of sight from one another. The problem is, I space the maps so far away that they start acting like a floating point, glitchy text, players glitching, things like that. How would I get around this without creating a floating point? (I’m not experienced with building or anything so if I don’t understand something you say it’s purely because I am not proficient in building.)
You could just make different places within the game where players can get teleported to.
I forgot to mention that, the game with the maps is already a secondary place, and I also don’t want to deal with data transfer either. I had thought about that idea, but I realized it wouldn’t work.
Then I don’t really know how to help sorry.
Floating point errors occur more the farther you are away from 0,0,0. You simply need to move the maps closer to fix it.
What do you mean by data transfer? Datastores are shared between all places in a universe, you shouldn’t need to be transferring any data.
Can’t you instance one map at a time rather than all-at-once?
Well, all of the different maps are present to be teleported to at the same time.
I mean tools the player may be holding, events, progress in the story, things like that. No datastores my bad. Also how far away do you think I would need to place the maps to not cause a glitch? I have 5 maps not including the main one, which is at 0,0,0.
But how far apart are your maps. You just say that they are ‘so far away’. A number would help us understand if it’s a floating point error (more likely) or something else you’ve done.
Are all the maps actively used at once? Or one at a time?
At once, 6 maps spaced really far away at once.
the farthest one is marked (99748.5, -796, -302.783)