Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by ina · May 09, 2011 at 07:33 AM · transformworldspace

Is there an end to Unity world space?

If I arbitrarily set an GameObject's transform to Vector3(x,y,z) are there any limits to x,y,z ?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ina · May 09, 2011 at 09:17 AM 1
Share

ok, why the downvote...

3 Replies

· Add your reply
  • Sort: 
avatar image
3

Answer by CHPedersen · May 09, 2011 at 08:10 AM

There is no mathematical limit per se, but x y and z are floating point numbers, so they are technically limited by the highest and lowest numbers that are representable with 32 bit floating points.

The "bounding box" of the Unity space should therefore consist of a cube with corners at (float.MinValue, float.MinValue, float.MinValue) and (float.MaxValue,float.MaxValue,float.MaxValue).

The max and min are plus/minus 3.402823E+38.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bunny83 · May 09, 2011 at 10:02 AM 1
Share

Well, that's the max value but you can't operate at these limits. The next lower value that is representable is 1.01412e+31 below the max value. Like Seth explained it's getting "really" inaccurate. Just to explain this number: you can't subtract 1 or 1000 or 1000000 from the maximum you have to subtract at least 1.014e+31, that's the "smallest" step. A number with 31 digits doesn't even have a SI prefix. They stop at 24(yotta). But technically you're right ;)

avatar image FariAnderson Bunny83 · Dec 31, 2020 at 04:41 PM 0
Share

why is that happening ? why the precision near the center of the world is higher ?

avatar image Bunny83 FariAnderson · Jan 07, 2021 at 01:40 AM 0
Share

See my answer over here.

avatar image CHPedersen · May 09, 2011 at 10:45 AM 0
Share

Absolutely true. :) No discussion.

avatar image
1

Answer by Joshua · May 09, 2011 at 07:51 AM

I'm not sure, but more relevant is that there is a limit to where the scene views camera can go. So you won't be able to edit/see objects that are to far away.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bunny83 · May 09, 2011 at 09:01 AM 0
Share

That's not a big problem ;) You can move the camera closer. Sure, in game you also have your far clipping plane of your camera but that's not the point. Things can be outside of your viewing frustum but they are only visible if you move your camera closer so they enter the frustum.

avatar image Joshua · May 09, 2011 at 11:21 AM 0
Share

No you can't move the scene camera closer, not even 'focusing' on an object out of those bounds (using f). And there also seem to be issues when you make the far clipping plane to large, after a point it suddenly slowed my fps from 100+ down to 5. I had these problems trying to make a sym of the solar system to scale :p http://www.kongregate.com/games/Josh_Amsterdam/space-exploration

avatar image
1

Answer by Kacer · May 09, 2011 at 07:57 AM

If it works like any other 3D programme, then there isnt a hard limit on how far you can get away from the world 0 point. But, your posistion becomes more and more inaccurate the further you come away, making movement jittery and unprecise.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bunny83 · May 09, 2011 at 08:04 AM 0
Share

Exactly! Well answered ;)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Line renderer location problem 0 Answers

transform in worldspace 1 Answer

[C#] How to transform world space to local space? 1 Answer

What is the difference between TransformDirection, TransformVector and TransformPoint since they all accept and return a Vector3 value. 1 Answer

localposition not working? Calculating a vector in front of an object. Picture and code included 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges