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Question by DigitalWizrd · Nov 10, 2020 at 03:49 PM · 2dvector2

Why does multiplying a Vector2 by 100 cause rounding errors?

In my 2D project I have a character launching a projectile at a target. I want the projectile to continue until it hits a target or leaves the 'game space' and I delete it. Here is my function for moving the projectile when it gets spawned:

 private Vector2 targetPosition;
 private Vector2 mouseLocation;
 public float moveSpeed = 5;
 
 void Start()
     {
         mouseLocation = Input.mousePosition;
         targetPosition = Camera.main.ScreenToWorldPoint(mouseLocation);
     }
 
     // Update is called once per frame
     void Update()
     {
         transform.position = Vector2.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
     }

Currently the object stops when it reaches the targetPosition, but I want it to continue on it's path indefinitely (until I destroy it later).

I've tried just scaling the targetPosition vector by multiplying it by 100f but I get rounding errors like so:

 void Start()
     {
         mouseLocation = Input.mousePosition;
         targetPosition = Camera.main.ScreenToWorldPoint(mouseLocation);
         Debug.Log("targetPosition: " + targetPosition.ToString("F3"));
 
         targetPosition *= 100f;
         Debug.Log("new targetPosition: " + targetPosition.ToString("F3"));
     }

output:

 targetPosition: (-3.485, -3.115)
 new targetPosition: (-348.462, -311.539)
 
 targetPosition: (3.254, -1.408)
 new targetPosition: (325.385, -140.769)
 
 targetPosition: (-0.469, 1.300)
 new targetPosition: (-46.923, 130.000)

Am I approaching this wrong? Why is multiplying the vector giving rounding errors? Is there another way to get a vector that is a straight line between the spawn location and mouse location, but extended by a factor of 100?

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Answer by Grumphh · Nov 10, 2020 at 06:17 PM

Hi,

I think the issue is that Debug.log rounds vectors to one decimal point.

Try the overload option to show 3 decimal points and you should understand what is happening:

  vector = new Vector3(1.234f, 5.678f, 9.012f);
  Debug.Log(vector.ToString());
  // unity shows (1.2, 5.7, 9.0)

  // but we can show this using format - 3 numbers after the decimal point
  Debug.Log(vector.ToString("F3"));
  // (1.234, 5.678, 9.012)
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avatar image DigitalWizrd · Nov 10, 2020 at 06:22 PM 0
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ok cool, I'll try that as well. Thank you! In-game though, it's clear that multiplying by 100 changes the vector, by a significant amount in some cases. Once I get the debug to properly show the values, we'll be able to see exactly how far off the two vectors are.

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