Floating point precision errors are something that many game projects have to deal with. It usually starts as a small jitter, a shaking animation, a foot not quite connecting to the ground. The further you move away from the game world's center, the more obvious it becomes. Models can deform, physics simulation might suffer.
I've always seen a certain charm in these kinds of errors. So I made a short game about it. Here, I fake a world drifting away from the world origin the more the player damages it. As it turns out, causing FPE for real leads to issues that I couldn't work around. Unity is also very good at mitigating floating point errors, which limits their visibility. Therefore I exaggerated them beyond reasonable scale.
Please reach me at email@example.com if you want to get in touch.