Is there a chance that when cloning models into workspace, the positions of all the part inside of it can float/change position.
For example lets say I have a model that has a position at (5,5,5) and then when I clone it with a local script into workspace, the model position turns into (5.0351, 4.9538, 5.05048) assuming nothing interacts with it.
Is float still a problem in 2021? I read something about it a long time ago. How when people load games/studio, all the parts position suddenly changes. I think it said it has a higher chance of happening the farther the parts are away from (0,0,0).
Floating point imprecisions are an inherent problem, though the last I’ve encountered it is from use of SetPrimaryPartCFrame. A good repro attempt for checking if floating point imprecisions occur during clone operations is to clone the model several thousand times and check if the latest copy differs from the original. That being said, if FPIs do exist with clone, then you’d have to be cloning a clone and so on - the float points would reset if you just clone the original model.
So really it depends on how much model manipulation you’re doing. Have no idea if it exists with clone but it definitely still exists with SetPrimaryPartCFrame. If you aren’t doing anything intensive or frequent enough for it to be noticeable, then it’s fairly negligible.
A float is what is used to store a decimal number, and it can’t be fixed. However, the position should be only 5.000000000004 or so, not 5.035. That’s a significant difference and I believe your problem is not due to floating point errors. If your error is actually that significant, I believe it would be more due to a CFrame or PrimaryPart issue. In addition, you wouldn’t get rounding errors with whole numbers unless you were several billion studs away from 0,0,0.
You are correct, but only so far out that the number is impractically large and the whole game starts to glitch out.