Float precision problem in EXE but not editor

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!

I think it is unlikely that the problem you are describing is the result of floating point precision if you don’t see it in the editor, but it is hard to tell what is going on here. Can you create a minimal repro project, and post that here or file as a bug?