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by aras_p 23 hours ago
If you mean built-in Unity physics, then unlikely. All built-in physics stuff (either 3D physics which is PhysX, or 2D physics which is Box2D) are done entirely in C++ code and are unaffected by Mono float<->double shenanigans.
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It was a prototype for a VR game in which you toss objects and I never drilled down far enough to see the implementation, since I just used the sample prefabs that come with the XR Interaction Toolkit. If you ever tossed anything in the vicinity of the origin, the object's trajectory would swerve towards it. Weirdly I couldn't reproduce the behavior when running the scene with a first-person controller in non-VR, so maybe a bug within that toolkit or something.