Limitations =========== Precision --------- Blender math are "32 bits sigle precision" based `see single precision floating point format `_. As result * The closest to world origin, the more precise are the values. * Choosing the right unit for your project prevent precision issues. eg : In a building at 500km from origin the lowest possible exprimable size is +- ~10cm, so anything in the between will be rounded to +- this value. Rotation * Smallest increment is 1/10000 degrees. Scale * With the mouse, values under +-1/10000 are considerd as positive whatever the sign. * Non uniform scale under +-1/10000 result to a 1.0 scale. You may use 2 scale operations. Performance ----------- Despite huge efforts put in CAD Transform optimisation, snap may slow down on huge scenes with many dense objects. As workaround, zoom to area of interrest, and / or hide not required object. Snap to "isolated mesh elements" - vertex and edges without faces require a one-time setup when starting the tool (~ 4s / 1 million polygons) so do not enable if your scene contains huge mesh. You also may notice a one time slow down when you mouse over such huge mesh at runtime. Copy a great number (10k +) of objects will be slower than native blender copy. Geometry Nodes -------------- In order for geometry nodes based objects to be snap able, you must rely on "Realize instances" nodes before output geometry. .. figure:: ../img/realize_instances.png :scale: 100 % :alt: Realize instances