DETERMINISTIC MATH AT THE UNITY BOUNDARY
Author in Unity. Simulate in fixed point.
FixedMathSharp for Unity connects engine types and workflows to a deterministic Q32.32 math core—without making Unity the source of truth for your simulation.
Choose your package
Install exactly one math base; both variants contain the same FixedMathSharp core
assembly.
Standard
Unity adapters, editor tooling, samples, and the bundled MemoryPack serializer/runtime.
Lean
The same adapter surface without MemoryPack runtime, for projects that bring their own serialization stack.
Core library
Explore the engine-agnostic scalars, vectors, rotations, matrices, curves, transforms, random streams, and geometry underneath the adapters.
Work at explicit boundaries
For hashing, exact simulation-time conversions, and Chronicler recording/restore APIs, add the matching Chronicler companion after installing your math base. Standard and Lean each have their own companion; neither add-on duplicates the base's math or shared runtime dependencies.
Math interop
Convert vectors, quaternions, matrices, and transforms while preserving documented coordinate and multiplication conventions.
World interop
Bridge rays, planes, rectangles, bounds, cameras, and frustums with explicit XY and XZ projections.
Authoring interop
Use fixed-point inspector drawers and choose exact or deliberately baked animation-curve conversion.
Unity values are converted at adapter boundaries. Keep deterministic state in FixedMathSharp types after conversion, and convert back only when the engine needs a presentation value.
Resources
- Getting started
- Serialization choices
- Chronicler integration
- Unity adapter source and issues
- FixedMathSharp guides
- Unity package migration guide
- FixedMathSharp core migration guide
The API reference is generated from the canonical adapter source under
Build/Base/Runtime. The core API is linked through the FixedMathSharp site.