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Question by Crystalline · Jul 19, 2015 at 06:59 AM · physicsfloat

Using more precise floats for movements.

How can I for example move my character and the result to always be like 2.315 and not 2.31460004 .

Any final position should be having no more than 3 followup numbers after the initial one.There should be consistent positioning occurring for each move. Determinism is key.

I need this, because using the raw float, results in inconsistent positions acrosss the network and client, in a authoritative mp model.

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avatar image tanoshimi · Jul 20, 2015 at 06:47 PM 0
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Positions and rotations in Unity are, and will always be, represented as vectors of floating-point values. But this in common with almost all common game frameworks. Can you explain in more detail why this presents a problem?

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Answer by TomTheG · Jul 19, 2015 at 07:43 AM

One idea is to round off your floats to the decimal point you need before using them in the movement. I have used this in the past and it worked well.

You should be able to use: Math.Round("float to round", "decimal point to round to");

i.e. Math.Round(movementDistance, 3);

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avatar image fafase · Jul 19, 2015 at 08:53 AM 0
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Even rounding will probably give a longer value, that's just how float works.

avatar image Crystalline · Jul 19, 2015 at 12:08 PM 0
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But is there anything to be done though ? I seem to be held back by the imprecision of movements and also colisions. Like in the curent state we cannot have precise things for multi player usage..

avatar image TomTheG · Jul 20, 2015 at 06:40 PM 0
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Rounding still could work, if you move first and then round the transform position vector3 after the movement is applied perhaps

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