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Question by TimBorquez · Jul 05, 2014 at 01:06 PM · errorparticlesparticlesystemshuriken

IsFinite(outDistanceAlongView) Error

i have narrowed it down to a particle effect that causes the error. it's a particle that is being used as a sub emitter for a different particle. any idea what is making this happen?

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avatar image jhina · Jul 29, 2015 at 06:48 PM 0
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I too am seeing this same problem. It only happens with a subemitter and it happens with pretty much any subemitter... so I'm guessing the parent emitter has something incompatible. BTW, you should try this: http://issuetracker.unity3d.com/issues/default-reflection-probe-behaviour-for-particle-systems-is-blend-probes-should-be-off. It didn't work for me, but it works for some people.

avatar image Graphics_Dev · Jan 21, 2016 at 08:03 PM 0
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For anyone looking for the answer here I answered this on another one of the thousand isFinite posts:

http://answers.unity3d.com/questions/1124280/errors-with-firecomplex-from-standard-assets-in-un.html#comment-1126666

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Answer by jhina · Jul 30, 2015 at 08:50 AM

I had this problem too. Mine was caused by a scene loading another scene via Application.LoadLevel where the second scene had a Particle System that had a sub emitter. I fixed the problem by marking the parent particle system game object as inactive, then writing a script that activated the parent emitter game object one frame later. (I figured this out because when I ran the second scene directly, I never saw the errors. Figured it was timing thing.) Here's the script to delay activating a set of Game Objects:

 using UnityEngine;
 using System.Collections;
 
 public class DelayActive : MonoBehaviour 
 {
     public GameObject[] gameObjects;
 
     void Start()
     {
         StartCoroutine (ActivateSubEmitter ());
     }
 
     IEnumerator ActivateSubEmitter()
     {
         yield return null;
         foreach (GameObject gameObject in gameObjects) 
         {
             gameObject.SetActive (true);
         }
     }
 }

 

Just add that to a game object in your scene, then drag the parent Particle System game objects into the GameObject array. Hope that helps.

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