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Question by Grimshad · Nov 24, 2014 at 03:56 AM · world

Wrap around World

Does anyone have a better way of doing this?

My Current Setup: To allow the player to look forward and see what's behind him I've essentially cloned the entire world 26 times in the shape of a 3x3 cube. like so: http://thumbs.dreamstime.com/x/assembled-3x3-cube-19200882.jpg https://www.dropbox.com/sc/8cmvoke1vtcsxk6/AAAUzIGpcBRRQCv6_mVW96vda

[][][]

[][][]

[][][]

The very middle world is the real one. Everything the player does and is, is cloned in all 26 other worlds so when the player looks in any direction he can see the other side of the world and when he steps through the edge of the right side of the world, he is repositioned to the left side of the world.

Everything is working correctly and great, but I fear it may be really inefficient to be running the game 27 times over and instantiating 27 of the same thing at once. The only problem i've run into is that I cannot clone perfect copies of particle emitters that are not children of the player. So when the player is re-positioned to the other side of the world on stepping through all of the particles instantly change position and it's pretty jarring.

Any Ideas?

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Answer by Addyarb · Nov 24, 2014 at 08:08 AM

Create 6 planes (so the cameras can see through the back-side) and put them on each of the walls. Then set up 6 cameras (7 including your player's) and render each of those cameras onto the planes.

Very interested to see some screenshots from this game.

Edit: Found what you need, check out 45:00 mins and 59:00 mins in this video. http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/cameras

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avatar image Grimshad · Nov 24, 2014 at 05:41 PM 0
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This would work perfectly, unfortunately it's Unity Pro only and I don't have Unity Pro. So I guess for now i'll be sticking with the far less efficient method unless someone else can point me in another direction.

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