Scene Size Limits (width and height)

And i mean actual limits of scene, literally.

I probably should have used “answers” for it, but since i registred on this site is suddenly got so buggy that i cant even claim an account for anything beside forums.

I have created my own skybox, and while i have read in unity docs that i should try to use real life size for everything, so i decided that 100k would be a nice size for a skybox (icosphere in my case), but i have noticed that even on 10k Scale i start to get random artifacts, and on 100k my skybox just disapears.

That is why i would like to know what are actual width and height limits of the unity scene ?

Thanks in advance.

There are no inherent limits. (Well, I guess you can’t have positions that are greater than Float.MaxValue or less than Float.MinValue).

What you will run into is precision problems. If you’re trying to render 10km of geometry, and you want your camera to be able to precisely differentiate two objects that are 9km and 9.00000001km away respectively, then you’ll have trouble; the depth buffer doesn’t have enough precision to do that.

Check your camera’s near and far plane values.

There aren’t any. Floating point calculations get worse the farther you are from origin though.

A skybox is a tiny model of the sky you make specifically so you don’t have to make it real-sized :stuck_out_tongue:

Edit: I love forums with ninja infestations. <3