How to turn off transform position calculations?

For my RTS game, I can’t use Unity’s transforms for simulation because of floating-point inaccuracies but I’d like to use the hierarchy for organization. Is it possible to turn off the transform position calculations? I have to set the positions manually and would like to be performance friendly.

…You can use the floating point calculations for physics calculations, because everyone else uses them aswell. The inaccuracies in floating point math are in the thousandths of the value, with the trade of 10 times faster performance compared to say, doubles, and with more than twice lower memory imprint.

Most physics simulations do not count anywhere as close as those decimal values, and it’d be completely idiotic to do so aswell, as the user wouldn’t be able to tell the difference, outside of having tenth, or less of the performance of a conventional physics system.

In short, the answer is that you shouldn’t do it, and shouldn’t consider doing it for any reason.

If you’re struggling with non-physics based float point variations, use mathf.Round to round out the float value to coordinates.