Today i run into an issue and neither Mario nor Arkensor had a clear solution for it.
// Example 1 (calculate result is wrong) float currentMidBrightness = world.GetCameraSceneMiddleBrightness(mainCameraIndex); int multiply = 125; float result = currentMidBrightness * multiply; Print(result); // will return something between 0.9 and 1.2 but correct should be 6 - 6.2 // Example 2 (calculate result is wrong) float currentMidBrightness = world.GetCameraSceneMiddleBrightness(mainCameraIndex); float multiply = 125.0; float result = currentMidBrightness * multiply; Print(result); // will return something between 0.9 and 1.2 but correct should be 6 - 6.2 // Example 3 float currentMidBrightness = world.GetCameraSceneMiddleBrightness(mainCameraIndex); float result = currentMidBrightness * 125.0; Print(result); // Result is correct, but if you use the result variable later it gets wrong again