Skinned mesh floating point precision issue

I have animated skinned mesh attached to a camera as a child. When my camera moves further than 20000 units along any axis the skinned mesh starts glitching and jittering. The further i go from 0,0,0 point of the scene the stronger this jittering up to a crazy distortion. It happens with a skinned mesh only while static meshes are ok.

That’s just a fact of numerical precision.

In webGL you’re limited to 32 bit float precision.

Try scaling your whole scene down.

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Correct scale ratio of the entire scene and the mesh helped. :slightly_smiling_face:

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