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What happens when you go TOO FAR? (Floating Point Error)

code monkey

codemonkey

cmonkey

floating point precision

floating points

C# floats

C#

csharp

floating origin point

decimal numbers

unity open world

open worlds

Автор: Code Monkey

Загружено: 2024-11-19

Просмотров: 13355

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💬 Do you know what is going on in this video? Such a strange bug where a normal looking Sphere suddenly becomes all jittery and messed up.
The answer: Floating point precision.
Floats have a limited number of digits, so if you position an object in a huge position, it won't have enough space for many digits after the decimal point, they will be forced to round up or down. Meaning all the vertices on the sphere won't be able to go to their exact position, so they start jumping up and down as the value is being rounded.
One fix to this problem is a Floating Origin Point. This is where you can keep track of the player position, and if the player is too far from the origin you teleport them and the entire world back near the origin. As long as the relative offsets remain the same it won't have a visual difference but will help solve this issue.

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