Was messing around with Unity to create a looping world. Bit of a difficult thing without just using dead land and teleporting the player unknowingly to the other side of the world. What I got set up is a series of terrain cells that stitch together and store objects locally, meaning objects move locally to there cell and not the world. They then trade object references with one another whenever they try to cross borders and change the objects local reference. Below is a video where you can see all of this working, including the player jumping around in the object hierarchy on the right and the world shifting to keep the cell with the player in the centre. The effect was pretty cool, and a fun experimentation with Unity’s terrain system.