• 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
0
Question by ThiagoTejo · Dec 18, 2013 at 06:56 PM · mathfnormal

Getting -1.025547E-07 insead of Zero, why?

Hello guys, I'm using a raycast to detect the walls Y Normal, to check if its a "flat" wall or not. It was always working, until recently, I've created a stage in blender, and one of those walls is getting me this strange value: -1.025547E-07 instead of zero, when it cleary should've been 0. so, because of this, my conditions are not happening.

 if (wallHit.normal.y == 0)
 { etc... }

I know that these E-07 values are scientific notations, and very close to zero ( in blender, it says that the normal is zero... ), There's a way to aproximate this value in unity, so i can recieve zero instead of this very small number?

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 flaviusxvii · Dec 18, 2013 at 07:48 PM 0
Share

http://docs.unity3d.com/Documentation/ScriptReference/$$anonymous$$athf.Epsilon.html

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by DavidDebnar · Dec 18, 2013 at 07:09 PM

It's called 'float imprecision'. The way computers handle decimal numbers isn't ideal, and what often happens, is that it displays 'the best float possible'. You can do either of 2 things in this case: round it or add a bigger margin.

Round it to 0.1 place:

 if((Mathf.Round(wallHit.normal.y * 10) / 10 == 0) //;

Margin:

 if(wallHit.normal.y < 0.1 || wallHit.normal.y > -0.1) //;
 // or a more computationally intensive version
 if(Mathf.Abs(wallHit.normaly.y) < 0.1) //;

PS: I usually choose the first margin method ;)

--David

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 ThiagoTejo · Dec 18, 2013 at 07:48 PM 0
Share

Thanks for your awser, i ended up doing like this:

if($$anonymous$$athf.Abs(wallHit.normaly.y) < 0.1)

It may not be the most precise, but its simple and wont conflict with anything else ^^

avatar image
0

Answer by robertbu · Dec 18, 2013 at 07:06 PM

There is imprecision in floating point number calculations. Your value is: 0.0000001025547...very nearly zero, and the kind of thing you would see from the imprecision of floating point number calcualtions. The solution is to avoid comparing floating point numbers directly. One way is to use Mathf.Approximately() to compare two numbers.

Comment
Add comment · 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

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.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Getting the gameobject(Plane in my case) from the collider he's got 1 Answer

Some objects show up as shadeless 1 Answer

Fixed distance from object surface normal 3 Answers

Is it possible to adjust normal map strength at runtime? 1 Answer

Check texture of the face with raycast 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