I’ve read other discussions about how floats become imprecise at high numbers causing problems when games have large worlds and the player ventures far from 0,0,0.
I seem to be experiencing the same problem with a flight game I’m working on, the world is 16000 x 16000 units (and everything is 1/10th scale, so that translates to about 100 miles by 100 miles).
When running the game within the Unity editor, the errors don’t show up. It’s only when I build an .exe and run that do I see jittery motion when the plane is far from the origin of the world.
Why is there a difference, and is it possible to get the exe to behave like the editor so I don’t have to resort to painful workarounds?
Thanks!