Post by joitarani333 on May 2, 2024 6:55:47 GMT 1
Lets try to work with this coefficient. Lets take the center of the Sun as the origin of coordinates try to set the positions sizes of the planets in the scene but we notice that we have only reache Mars it is already feeling worse the sphere is slightly deforme Unity issues some kind of warning. Position Scale are too large Unity growls Position Scaletoo big Unity growls The reason for this problem is insufficient precision floatfor storing such long numbers long ones not just large ones. After all floatit is possible to store both large numbers for example very small ones for example.
Because in it as in other float ingpoint data types only the first N digits of the Restaurant Email List number its highest digits are store the rest they just get lost. The number of numbers store depends on the precision of the type for float approximately decimal places are store for doubleapproximately . A more detaile description of the floating point precision problem So why did the sphere in the Unity scene become deforme Because during the rendering process floatthe absolute coordinates of all the vertices of the sphere.
In the scene are calculate the further the sphere is remove from the center the more bits of the vertex coordinates are spent on storing their shift from the center the fewer bits are left to store the distance between the vertices themselves. Obviously this also depends on the Scale parameter the scale of the sphere. The larger it is the more distant its vertices are from each other accordingly large spheres when moving away from the center will break more slowly than small ones.
Because in it as in other float ingpoint data types only the first N digits of the Restaurant Email List number its highest digits are store the rest they just get lost. The number of numbers store depends on the precision of the type for float approximately decimal places are store for doubleapproximately . A more detaile description of the floating point precision problem So why did the sphere in the Unity scene become deforme Because during the rendering process floatthe absolute coordinates of all the vertices of the sphere.
In the scene are calculate the further the sphere is remove from the center the more bits of the vertex coordinates are spent on storing their shift from the center the fewer bits are left to store the distance between the vertices themselves. Obviously this also depends on the Scale parameter the scale of the sphere. The larger it is the more distant its vertices are from each other accordingly large spheres when moving away from the center will break more slowly than small ones.