Version: Unity 6.5 Alpha (6000.5)
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Mathf.Epsilon

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public static float Epsilon;

Description

The smallest positive non-zero value that a float can represent. Using Mathf.Epsilon as a delta for equality makes the comparison effectively identical to exact equality on normal-range numbers. For an approximately equal value, use Mathf.Approximately or a tolerance that reflects your data’s scale, typically a combination of absolute and relative tolerances.

Operations with Epsilon follow these rules:

  • anyValue + Epsilon = anyValue
  • anyValue - Epsilon = anyValue
  • 0 + Epsilon = Epsilon
  • 0 - Epsilon = -Epsilon

A value between any number and Epsilon will result in an arbitrary number due to loss of trailing digits.

using UnityEngine;

public class Example : MonoBehaviour { // Avoid division by (near) zero using Mathf.Epsilon as a zero guard. float SafeDivide(float numerator, float denominator) { if (Mathf.Abs(denominator) <= Mathf.Epsilon) return 0f; // or handle appropriately

return numerator / denominator; } }