Parent/child floating point precision?

Hello!

So I have created my own system for resetting the player to the worlds zero point, and it seems like its working, but I have a question concerning the units the player is moving. My system is set up so the player is a child of the world object which holds all assets that needs to be set to the world’s zero point.

I noticed that the child player of my world game object is increasing its position values inside the world game object even though i reset my world object(with the player inside) back to zero with the player’s position as the world objects new parent position.

Hope that makes sense?

I guess the short question is; Will the childs large position values inside the world parent object give me float precision problems even though the player object is at the global scene zero position?

Will the childs large position values inside the world parent object give me float precision problems even though the player object is at the global scene zero position?

Floats with values over 400000 will have precision problems. Actually, in the Editor try entering a value of 100001 in a Transform position’s coordinate, and you will get a warning. Check out this video on how to workaround those limitations:

http://unity3d.com/es/node/2651

Alright, thank you for your answer!