Is my values for my character sprite movement (in float) would be a big deal?

For context, I was watching a tutorial for a visual novel. Mine is a pixel art visual novel in a 1920x960 resolution. I’m bothered that my float values for my character sprite’s movements are in the hundreds float targetX = left ? -8 : 300 compared to his being in only single digit numbers float targetX = left ? -8 : 8. I had mine like those just to see the change.

Can someone explain why do I have to set those numbers that high? Thank you!

Here’s the script with the MoveCharacter function:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class CMD_DatabaseExtension_Examples : CMD_DatabaseExtension  //Serve as an example for how to add future commands to the command system like function or argument for movement
{
    new public static void Extend(CommandDatabase database)         //All Commands must be STATIC
    {
        //Add action with no parameters
        database.AddCommand("print", new Action(PrintDefaultMessage));
        database.AddCommand("print_1p", new Action<string>(PrintUsermessage));
        database.AddCommand("print_mp", new Action<string[]>(PrintLines));

        //Add lambda with no parameters
        database.AddCommand("lambda", new Action(() => { Debug.Log("Printing a default message to console from lambda command."); }));
        database.AddCommand("lambda_1p", new Action<string>((arg) => { Debug.Log($"Log User Lambda Message: '{arg}'"); }));
        database.AddCommand("lambda_mp", new Action<string[]>((args) => { Debug.Log(string.Join(", ", args)); }));

        //Add coroutines with no parameters     
        database.AddCommand("process", new Func<IEnumerator>(SimpleProcess));
        database.AddCommand("process_1p", new Func<string, IEnumerator>(LineProcess));
        database.AddCommand("process_mp", new Func<string[], IEnumerator>(MultiLineProcess));

        //Special Example
        database.AddCommand("moveCharDemo", new Func<string, IEnumerator>(MoveCharacter));
    }

    private static void PrintDefaultMessage()
    {
        Debug.Log("Printing a default message to console.");
    }

    private static void PrintUsermessage(string message)
    {
        Debug.Log($"User Message: '{message}'");
    }

    private static void PrintLines(string[] lines)
    {
        int i = 1;
        foreach (string line in lines)
        {
            Debug.Log($"{i++}. '{line}'");
        }
    }

    private static IEnumerator SimpleProcess()
    {
        for (int i = 1; i <= 5; i++)
        {
            Debug.Log($"Process Running... [{i}]");
            yield return new WaitForSeconds(1);
        }
    }

    private static IEnumerator LineProcess(string data)
    {
        if (int.TryParse(data, out int num))
        {
            for (int i = 1; i <= num; i++)
            {
                Debug.Log($"Process Running... [{i}]");
                yield return new WaitForSeconds(1);
            }
        }
    }

    private static IEnumerator MultiLineProcess(string[] data)
    {
        foreach (string line in data)
        {
            Debug.Log($"Process Message: '{line}'");
            yield return new WaitForSeconds(0.5f);
        }
    }

    private static IEnumerator MoveCharacter(string direction) //timestamp 29:00 ung function na to
    {
         Debug.Log($"Starting MoveCharacter Coroutine with direction: {direction}");  // Add this to log direction

        bool left = direction.ToLower() == "left";

        Transform character = GameObject.Find("Image").transform;
        float moveSpeed = 400; //original 15

        float targetX = left ? -8 : 300;  //formerly -8 : 8

        float currentX = character.position.x;

        Debug.Log($"Moving character from {currentX} to {targetX}");  // Log target and current position

        while (Mathf.Abs(targetX - currentX) > 0.1f) //original 0.1f
        {
            currentX = Mathf.MoveTowards(currentX, targetX, moveSpeed * Time.deltaTime);
            character.position = new Vector3(currentX, character.position.y, character.position.z);
            yield return null;
        }

        Debug.Log("MoveCharacter Coroutine finished.");  // Log when coroutine finishes
    }
}

Edit: Even with the moveSpeed float is set to 300. If it wouldn’t be an issue just as along as it’s running, please let me know. thanks!

its because of your pixels per unit and the scale of your game objects

anyway theres no inherently bad issue with it

Thank you very much! I was bothered because of the big difference that it might get bad results for others. Will keep those things you mentioned in mind next time. Thanks again.