Right now the values are saved as (int) = (float) * 10000, which introduces a rounding error every time the file is saved/loaded.
Why not just write raw float values you get from Unity? Json serializer can read/write them just fine, and you can always code a simple custom serializer if you wish to fix values to a specific precision.
A super annoying glitch/bug in the World editor..
in World Editor
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