Answer by IJM
Oo how did you do that? There is really no need to do something like that. I recommend you to scale your meshes down. This will help you: (Look for "Scale...
View ArticleAnswer by Eric5h5
There's no way to use double precision floats for Vector3. Either scale things down, or use some technique where you have "local" and "world" coordinates in order to represent large areas.
View ArticleAnswer by _Petroz
Unless I'm missing something, I don't think floating point accuracy is related to scale, they have 7.22 digits of accuracy regardless of where you put the decimal...
View ArticleAnswer by Waz
To have a very large game area (eg. Solar System) with small objects (eg. a space ship, warp drive button), you will have to divide the space into areas and only logically have them distant from each...
View ArticleAnswer by jcarrion
There is indeed a double precision physics library around for Unity. We use it for our project www.space-simulator.com . All position , velocities , angles, transforms, etc etc.. are templated so we...
View ArticleAnswer by meat5000
Croteam used clever scaling trickery in Serious Sam to simulate a large area and things being in the distance. They weren't actually that far away, they were just really really small.
View ArticleAnswer by SpaceSimulator
the scale is not usually the problem . The problem is the resolution . you can't have both with floats. IMHO , there is no way other than coding -by hand- the entire engine in doubles. and that...
View ArticleAnswer by egable
For anyone still looking for double precision support in Unity, you may be interested in this project: https://github.com/egable/unity-dots-physics-double/wiki
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