dotmos/uGameFramework

Double precision Vector3, does that mean it can / is used for default transform position?

MostHated opened this issue · 1 comments

Hey there,
I use a really large map with WorldStreamer in which I end up having to do a "world shift" at times because of the distance from origin. Does using this framework somehow apply double precision to transform position so that it would not be an issue anymore by chance?

Thanks,
-MH

Hi,

No, Unity's transform component and the physics engine still uses floating point logic. You could store your own position data as double precision, but would still have to apply world shifting or use multiple coordinate systems for the visuals.

See https://www.youtube.com/watch?v=mXTxQko-JH0 for one way to solve this problem (which might not be applicable in your case).