
I think that it is not that hard making this in Unity, since floating origin almost does it. In essence: we should not rely on global world coordinates, we should have an API to move the entire world seamlessly, where everything continues working (light, audio, physics, navmesh, etc). I'm using a floating origin like this, with some optimizations:

Is it really almost impossible making open world in this engine?! What would you recommend? I spent many years learning Unity as an indie, I like its interface, features, services, the company vision etc. I'm almost giving up after some years trying to do this since Unity 3.x, but I don't want switching engine just because of this little step. It's dynamic but does not work if we move the world with moving agents. But we need at least some API to move everything in an optimized way, where sound and other engine features continue working, like the new Navmesh.

I heard that 64-bit float is not the right thing to do due to performance problems. I want making some real routes from Brazil someday and they must be large, with real scale. I could not find any example of a game like this made with Unity yet, all mobile games have smaller static scenes with boring routes, or divided with loading screen between scenes (which I do not want and I will not make, that's not natural).
#Ksp ram optimizer simulator
The game shown in this video is Fernbus Simulator from TML Studios. In this video I explain all the problems, showing a sample of it working in a game (not mine) made with Unreal Engine: Then the camera shakes, shadow blinks, smaller objects appear out of place. After 999 units (1000 to 9999) we get only three decimal digits. This is because the floating point used has only 7 digits. We need a native origin shifter feature to move everything keeping the camera at 0,0,0 when the player moves far than 999 units! (or 9999 in some cases).

Tiling, loading and unloading scenes work really well (async), but. I'm trying to make a driving simulator with large routes (20km+), and this is almost impossible in Unity right now. I'm trying for years (!) to see if this works, but it is still hard, there is no solution for this problem. Hello guys, I posted this at the feedback website, if you have tried making a large world, you know how hard it is with Unity today:
