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               Optypack · Apr 13, 2021 at 12:11 PM · 
                movementerror messagejumping object  
              
 
              I am always getting this error when I jump, does anyone know how to fix it??
Due to floating point precision limitations, it is recommended to bring the world coordinates to the GameObject within a smaller range.
After the error is shown in the inspector of the player in play mode, my FPS's camera goes blank. here is the code:
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
 //references
 Rigidbody rb;
 public GroundTest GroundTest;
 //input
 float X, Z;
 bool StartJumping;
 //movement
 float MovementSpeed;
 public float ForwadSpeed = 1000f;
 public float BackwardSpeed = 650f;
 public float SidewaySpeed = 750f;
 //jump
 public float JumpForce = 100f;
 public bool CanJump = true;
 public float JumpDelay = 0.2f;
 private void Awake() {
     rb = GetComponent<Rigidbody>();
 }
 private void FixedUpdate() {
     Move();
     Jump();
     LockCursor();
 }
 private void Update() {
     MyInput();
     Rotate();
 }
 void MyInput() {
     Z = Input.GetAxisRaw("Vertical");
     X = Input.GetAxisRaw("Horizontal");
     StartJumping = Input.GetButton("Jump"); 
 }
 void Move() {
     if (Z == 1) MovementSpeed = ForwadSpeed;
     if (Z == -1) MovementSpeed = BackwardSpeed;
     if (X == 1 || X == -1) MovementSpeed = SidewaySpeed;
     Vector3 Movement = new Vector3(X, rb.velocity.y, Z);
     rb.velocity = Movement * MovementSpeed * Time.deltaTime;
 }
 void Jump() {
     if (StartJumping == true && GroundTest.IsGrounded == true && CanJump == true) {
         CanJump = false;
         rb.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
         Invoke("ResetJump", JumpDelay);
     }
 }
 void ResetJump() {
     CanJump = true;
 }
 void LockCursor() {
     Cursor.lockState = CursorLockMode.Locked;
     if (Input.GetKey(KeyCode.Escape)) Cursor.lockState = CursorLockMode.None;
     else Cursor.lockState = CursorLockMode.Locked;
 }
 void Rotate() {
     
 }
}
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