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Question by Beauque · Jul 05, 2018 at 12:53 PM · physicsrigidbodyoriginfloating point

What about physics happening far from the (floating) origin ?

Hello, I am prototyping a kind of downscaled space game featuring Newton physics and using floating origin, and something is still not clear for me: Are physics happening far from the origin really affected by some float imprecision? I'm running some test in the Unity editor with a small moon orbiting a bigger planet but I can't see physics really messing up when my player ship is far from these bodies. In a nutshell, if I carry the world origin really far from them, will the moon start to go crazy and crash onto the planet while I am not here, due to floats rounding errors? Contrary to what happens with the camera when not using floating origin, no jitter whatsoever seems to occur to their mouvments when I focus on these objects in the editor at runtime, while the player (and so the the world origin) is far away (~425 000 units). I have done my researches on the topic but I am still a beginner with Unity and not sure to grasp what are the things actually affected by the floats imprecisions over large distances. Is it a question of rendering only? I use built-in RBs for Newton's physics calculations. Thank you for your help

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