For a single-precision floating point number, the absolute maximum possible value is approximately **3.402823 × 10**^{38}.

That doesn’t mean the value will be of use, however.

Floating point numbers basically work like this:

You start with _{(sort of)} an integer, such as **5492637**. Then, you add a decimal point to it. The number becomes, say, **549.2637**. This can also be represented using **scientific notation** as **5.492637e2**.

Eventually, you won’t see any change in the length of your initial number, but the exponent can continue to change. This is where floating point inaccuracy becomes more and more noticeable.

*The smaller the value is, the more accuracy you’ll have. The greater the value is, the less accuracy you’ll have. *

For example, let’s use the same number and make it tiny and huge. **5.492637e-4** vs. **5.492637e10**. Alternately, **0.0005492637** vs. **54926370000**.

If both those base numbers are increased by **1**, you’ll see a change of either **0.0000000001** or **10000**.

*Now, how does this tie in to your original question?*

Well, if your objects are placed far enough away from the center point of **(0, 0, 0)**, you will have much less granularity on their movement. If your objects can only move **10000** units at a time due to being far away from the center, it simply wouldn’t be practical for gameplay. Incidently, this issue plagued *Kerbal Space Program* in its early days, until they changed the game to move the universe around the player and not the other way around.

Finally, this is also why Unity offers a word of advice as well: It is not recommended to go any further than **100000** units away from the center (and the editor gives warnings to that effect, in fact), and it’s probably wiser still to remain within **10000** when possible, to play it safe.