# Precision issues

**URL:** https://discussions.unity.com/t/precision-issues/394547
**Category:** Terrain
**Created:** [July 8, 2009, 6:34am UTC](https://discussions.unity.com/t/precision-issues/394547 "2009-07-08T06:34:03Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![simonwittber](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/simonwittber/32/296888_2.png) [@simonwittber](https://discussions.unity.com/u/simonwittber)
#### Post date: [July 8, 2009, 6:34am UTC](https://discussions.unity.com/t/precision-issues/394547/1 "2009-07-08T06:34:03Z")

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We’re building a very large game world, about 500x500 km.

We’ve built a terrain paging system which loads and unloads terrain as needed.

We’ve noticed that Unity seems to be losing precision at \> 300km from 0,0,0. This effects our procedural layout tools, and causes weird artifacts in the editor. See attached screengrab.

Are we pushing Unity too hard?

 ![172136--6184--$unityprecision_138.jpg](https://europe1.discourse-cdn.com/unity/original/4X/8/f/e/8fecce84a559ae9ad909f40c66e59670736f61cc.jpeg)

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### Author: ![Eric5h5](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/eric5h5/32/44225_2.png) [@Eric5h5](https://discussions.unity.com/u/Eric5h5)
#### Post date: [July 8, 2009, 7:33am UTC](https://discussions.unity.com/t/precision-issues/394547/2 "2009-07-08T07:33:22Z")

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> [@""](#):
>
> Are we pushing Unity too hard?

Not Unity, so much as the limitations of 32-bit floating point…might have to scale things down, or use other techniques. (Such as keeping everything close to the origin and moving the pieces as necessary, in such a way as to provide the illusion of continuous movement.) If you have everything centered around 0,0,0, that should also help some, as opposed to that being the corner.

–Eric
