Okay, at least some level of agreement.
Strange so you actually tried to move object to raycast hit pos in any Update()s standing at x: 2500 and more meters and didn’t had any issues? If possible, please record a 10 second .mov some time.
(For everyone: Skip text below, blind guesses and P.Ss)
I even tried to open a new project during active discussion, place things to same distance on one axis and just cast a ray from an empty object and move at hit pos the cube primitive, still had the issue.
Maybe something is wrong with newer versions or it is more common in URP Forward for some reason.
I completely don’t get why such simple code is such jittery for about a second and only at high distances in Unity.
But it is definitely some kind of precision problem, even if not float obvious one, or it would bug the same near origin.
My last guess is that Unity Raycasting is less robust
(if you really never had such issue with same/similar logic and its not false memories)
than Unreal’s one, if its not a Float only problem, as the problem is not only with moving models, but also with executing logic at the position, which constantly distorts to the same place as the cube/any gameobject, thus making impossible proper voxel destructions and decals.
By the way the suggestion of making a fake space close to origin from other guy sounded interesting, though it would’ve fixed the preview issue only, real position for modifications is still needed, though if its not float precision issue, I guess it’s possible to convert it without jitter to the high value for each axis.
Anyways, mentioned solution to make it real seems to be way too sophisticated and just wrong, not even a crutch, things tedious and the potential end project image didn’t look good and I dropped the project for multiple other reasons also.
P.S.
I guess given the extra overhead to just to be able to receive any dollars and at the same time analogous platforms almost dead, I should just polish at least the inventory system that I made manually without AI to be more proper for the Unity Asset Store and make it Free asset.
At least some constant “online” will happen on the separate thing I made, and it’ll not be auto-deleted because of low activity…
And I probably need to stop forever doing useless posts (given I have 2 shitpost accounts on YT anyways) on a kinda serious forum, though given activity is low here, maybe better than nothing, still not a biggest concern.
P.S.S
Okay, now literally all popular not region sites for games are dead in my place, amazing!
Newgrounds still work, though.
The Bingo of not possible to publish & keep, even a free game on any platform by default means is almost filled completely.
I should just become a professional hypocrite and a liar at this point and get a Middle job, I.g., I didn’t overgrow any full-fledged, even mobile project anyways.