Large Scale Universe and Floating Point Precision?

I would like to make a large scale universe and not run in to floating point precision errors latter on; where the ship and camera start to wobble from being to far away from the world origin.

When would I start experiencing this issue in Unity (how big a distance) & what can I do to prevent this scenario from occurring?

make the universe big but all the objects small

Yeah but that just causes you more problems on the other end of the scale.

1 Answer

1

Here this might help you! :slight_smile:

http://forum.unity3d.com/threads/38782-Unity-able-to-manage-full-scale-stellar-systems

Thanks but it doesn't really get in to the details. You can render anything at a scale of your choosing, so the example of planetary bodies in a solar system is fine but I don't think it would handle a small 1m asteroid in that example.