TLDR; Does throwing using the “grab interactable” component suffer from floating point precision?
Hello
I’m testing out throwing objects in VR, but stumbled upon an issue. If a box is thrown while standing at the center of the scene, all is good. Move the box and the player 300 units in either direction, and all of the sudden player throw box much longer when facing a certain direction.
Tried changing settings, but no luck. Could it simply be a lack of precision due no longer being at scene center? Anyone else having this issue, and perhaps a solution?
Cheers