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As the title says, i am getting the “due to floating point precision limitations, it is recommended to bring the world coordinates of the gameobject within a smaller range”. So normalized floats are the best way to go if you can use them. The basic problem here is the ratio between the size of the scene and the size of the details in the scene

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That is what is limited But one day it said due to floating point precision limitations, it makes the world coordinates of my object to be smaller making the sphere glitch out and disappear. You can have large coordinates as long as the.

For a long time (and probably still today) requesting double floating point precision for world coordinates was one of the most popular feature requests

Floating point precision is all relative The further away from the origin, the less absolute precision you have In unity's case, general best practices are to use 1 unit = 1 meter Like most of 3d/game engines, unity works with single float precision coordinates

As it is not an issue for most use cases, this may be a problem when you deal with. Based on your screenshots, it seems likely that unity is warning about this issue If the scale of the objects in your world is such that.0625 is much smaller than any object feature, and the view will never zoom in to where differences of.0625 are noticeable to the human eye,. Not recommended to go any further than 100,000 units away from the center, the editor will warn you

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If you notice in today's gaming world, many games move the world around.

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