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Question by GayaRantos · Mar 25, 2020 at 01:02 PM · c#vector3float

Why are my Vector3s returning inaccurate floats? I don't think it's the debug .ToString() issue.

I am trying to simulate a free-fall in a vacuum with an acceleration of -9.81m/s^2 along the y axis.

This is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class behavBall : MonoBehaviour
 {
     //!!! Declare Variables:
     [SerializeField] private GameObject goWorldManager;
     
     private static Vector3 v3InitialRestingVelocity = new Vector3(0f, 0f, 0f);
     private Vector3 v3MyGravityAcceleration;
     private Vector3 v3CumulativeAcceleration;
     private Vector3 v3PreviousPosition;
     private Vector3 v3PreviousVelocity;
     
     float fTimeStepScaled;
 
     void PerSecond()
     {
         // : Print out the displacement and previous velocity every second.
         Debug.Log("TIME: "+Time.time+", DISPLACEMENT: "+transform.position.y+", PRE-VELOCITY: "+v3PreviousVelocity.y);
     }
 
     void Start()
     {
         //!!! Initialize Variables:
         v3MyGravityAcceleration = new Vector3(0f, -9.81f, 0f);
         v3PreviousVelocity = v3InitialRestingVelocity;
         v3PreviousPosition = transform.position;
 
         InvokeRepeating("PerSecond", 1f, 1f); 
     }
 
     void FixedUpdate()
     {
         fTimeStepScaled = Time.fixedDeltaTime;
 
         v3CumulativeAcceleration = v3MyGravityAcceleration;
 
         Vector3 v3CurrentVelocity = v3PreviousVelocity + (v3CumulativeAcceleration*fTimeStepScaled);
         Vector3 v3Displacement = ((v3CurrentVelocity+v3PreviousVelocity)/2f)*fTimeStepScaled;
         transform.position = v3PreviousPosition + v3Displacement;
 
         v3PreviousVelocity = v3CurrentVelocity;
         v3PreviousPosition = transform.position;
     }
 }

By my calculations my gameobject should have travelled from 0units to -4.905units in the first second and its previous velocity should be -9.81m/s^2, but when I print out the displacement after 1 second it has travelled -5,1units.and has a previous velocity of -10.

It looks like the floats are being rounded inside the calculations I'm doing with the Vectors, but if I do the same calculations using just floats the values are accurate.

What am I missing here?

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Answer by GayaRantos · Mar 26, 2020 at 10:06 AM

EDIT: It turned out that I wasn't accounting for the initial execution of FixedUpdate at the start of run-time. Once I did that the values were accurate.

by Streeetwalker:

"OK, it must be that the fixedDeltTime you are using is not in sync with your repeating function - it's producing larger values than you expect. I bet if you use Time.deltaTime in your fixed update instead you will get more accurate values in accord with your manual calculations."
- Using Time.deltaTime did not make a difference but it did turn out to be a syncing issue between game-time and real time.

This, shared by Streeetwalker, helps: https://johnaustin.io/articles/2019/fix-your-unity-timestep

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Answer by streeetwalker · Mar 25, 2020 at 02:33 PM

Call the ToString method of a float explicitly using the number of decimals parameter. For example:

v3PreviousVelocity.y.ToString("F7");

to my knowledge, 7 decimals is the maximum a float can have.

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avatar image GayaRantos · Mar 25, 2020 at 06:32 PM 0
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This doesn't fix the problem, the values are still way off. It's like is rounded up by about an integer.

avatar image streeetwalker GayaRantos · Mar 25, 2020 at 07:15 PM 0
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OK, it must be that the fixedDeltTime you are using is not in sync with your repeating function - it's producing larger values than you expect. I bet if you use Time.deltaTime in your fixed update ins$$anonymous$$d you will get more accurate values in accord with your manual calculations.
https://docs.unity3d.com/ScriptReference/Time-fixedDeltaTime.html?_ga=2.197035881.456281214.1584718044-143348933.1578040369
see this also: https://johnaustin.io/articles/2019/fix-your-unity-timestep

avatar image GayaRantos streeetwalker · Mar 26, 2020 at 09:58 AM 0
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Okay, so I changed the timescale to Time.deltaTime and it still gives me the same value. Then I tried debugging at 50 iterations of FixedUpdate() because there should be roughly 50 per second, when I do that I get the correct values happening at 0.98 seconds. You are right, it is a syncing issue. Thank you :)

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