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    • High Precision Framework
      • Installation
      • Getting Started
      • Overview
      • Try It With Our Sample Scene
      • Known Limitations
      • Using Unity Mathematics

    Known Limitations

    Platform Support

    Currently, only 64 bit windows is fully tested. However, the framework is reported to work on other platforms.

    Physics

    Physics can only work in a static rebasing context due to the performance cost of moving colliders.

    Navigation Mesh

    Authored navigation meshes can only be used in a static rebasing context.

    Particle Systems

    World-space particle simulations may or may not behave as expected depending on the rebasing strategy that is used by the high precision rendering scheme. If dynamic rebasing updates the HPRoot, particles simulated in world space will appear to jump around as a function of the rebasing.

    Scripts

    Any script that reads world-space positions will likely behave strangely when using the High Precision Framework. These scripts would need to be written such that only relative values are used or so that they use the HPTransform component rather than the Transform component.

    Shaders

    Shaders that rely on world space coordinates, such as tri-planar shaders will behave oddly when used with the High Precision Framework as the world space is constantly being adjusted with dynamic rebasing schemes.

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