So I am trying to do something like KSP, where I have a ground to orbit Level of Detail with the planets. And from theirBuilding a new Universe Video I know they are using scaled space, and local space, where (as i assume) The whole planet is divided in smaller quads. This is all fine but from my understanding They are all still in the same unity scene and rendered( if they’re not invisible( isn’t that automatically decided by the cpu/gpu?)). But now to my question. Even if such a Quad just has 16x16 Vertices, it’s still up thousand if not millions of units away from the scene origin and you and the camera(I know there are two cameras for near and far) Wouldn’t this quad produce a lot of lag and be really inefficient? Or is this not a problem for unity. Generally how far can I put things in unity?
Please also note that I know about the the trick where they move everything back to the origin if the ship passes 6000 units, to reduce the jittering.