How to read X/Y/Z
X and Y describe the map-plane position. Z is handled as vertical depth, so a nearby target can still be dangerous if it sits far below your current route.
Distance, bearing and depth calculator for turning Subnautica 2 X/Y/Z coordinates into practical route planning.
Subnautica 2 coordinates are most useful when you can turn them into a route. Enter your current X/Y/Z and a target X/Y/Z to calculate horizontal distance, direct distance, compass bearing and depth change. Use the evidence label before treating any reported coordinate as exact, and share this route with a co-op partner only after checking whether the target is site-verified, approximate or route-only.
Enter X and Y for both points to calculate map-plane distance and compass bearing. Add Z values when you also want direct 3D distance and depth change.
Enter both coordinate sets to calculate a route.
X and Y describe the map-plane position. Z is handled as vertical depth, so a nearby target can still be dangerous if it sits far below your current route.
Horizontal distance and compass bearing help with open-water travel. Direct 3D distance becomes useful only when both points include depth.
If your pause or debug-style readout shows raw HUD coordinates, copy current X/Y/Z into the calculator first, then compare it with the reported target instead of swimming by guesswork.
A cave marker can be close by coordinate distance but locked behind an entrance, depth band or hot route. Use cave filters with coordinates.
Raw HUD coordinates are useful because they describe where you are right now, but they do not explain the route. Start with current X/Y/Z, add the target X/Y/Z, then use the bearing and depth change to decide whether the target is a shallow swim, a cave entrance problem or a vehicle-depth problem.
The next useful upgrade is a nearest resource workflow: enter current X/Y/Z, choose Silver, Lead, Celestine, Quartz or another material, then compare nearby candidates by confidence label. Until that tool is live, use resource filters and treat exact-looking third-party points as reports, not proof.
Use this as your real starting point before reading a route guide.
Pick the closest useful candidate only after checking depth and marker confidence.
Send the map filter plus target coordinate to a co-op partner before leaving base.
Coordinates work best with source-labeled map filters. Start with the target type, then use coordinate distance and depth to decide whether the route is practical for your current oxygen, vehicle and cave comfort.
Reviewed screenshot or video evidence from the current build.
A published coordinate value that still needs site review.
Aggregated reports useful for planning, not a single pickup point.
A guide path, cave route or story clue without fake coordinates.
Useful but waiting for stronger evidence before promotion.
Use X and Y as the map-plane position, then use Z as the vertical depth value. A coordinate still needs route context because caves, entrances and depth bands can make a direct line misleading.
Z is treated as depth or vertical difference on this site. Add both current and target Z values when you want direct 3D distance and depth-change guidance.
Enter your current X/Y/Z and the target X/Y/Z in the coordinate calculator. X and Y are enough for horizontal distance and bearing; Z adds depth delta and direct distance.
Approximate coordinates usually come from clusters, third-party reports or broad route evidence. They are useful for planning, but they are not the same as site-verified exact markers.
Yes. Use the Submit page and include marker name, X/Y/Z, game build and screenshot or video evidence so the point can be reviewed before being labeled site-verified.