Floating World Origin
BRG Instanced Renderer supports floating world origin systems via the ShiftInstances method. This is essential for large open-world games where floating-point precision degrades at distances far from the origin.
When your origin-shifting system triggers a re-center, call ShiftInstances to apply the same offset to all BRG instance positions and chunk bounds in a single operation:
BRGRenderer.Instance.ShiftInstances(offset);
This shifts all internal data — instance positions, chunk culling bounds, and GPU buffers — without any per-instance CPU iteration. The shift is applied on the GPU via a compute dispatch.
You are responsible for shifting everything else in the scene (GameObjects, terrain, cameras, physics, etc.) separately. BRG only manages its own instance data.
See ShiftInstances in the API reference.