How to handle truly open world maps with Unity, due to floating point limitations?

@cosmochristo ,
Yes the documentation has a small sub section on it.

Dev blitz also mentions relative rendering, as should be objectively obviously rendering/animations/physics have varying degrees of accuracy.

There’s still a 32bit depth limitation numerically, so you may find that physics accuracy still may show inaccuracies if they or anything else is world pos absolute based.

However this is a significant improvement of units over the built in counterpart.

For scales of projects on a universal scale sure, you’d have to scale down your units on the project level to potentially facilitate that.

There’s a few shader graphs situations where this is also the case.

In terms of respected treatment, treat unto others how you wish to be treated, goes a very long way indeed.

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