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Do you know what "Screen position out of view frustum Error" means? when attaching camera to an elevator...?
I attached a my FPC to a platform, the platform plays an animation made in unity. (one part has negative values it goes y=- 8 ), I call a menu(GUI) to select what floor and I freeze mouseLook, then on gui button I play the animation. Most of it works perfectly but when I use the animation that goes down to the negative values it throws this error. Do you know what it is and where to look to fix this error? Thanks
Screen position out of view frustum (screen pos 574.000000, 443.000000) (Camera rect 0 0 1045 1018) UnityEngine.Camera:ScreenPointToRay(Vector3) UnityEngine.Camera:ScreenPointToRay(Vector3) UnityEngine.SendMouseEvents:DoSendMouseEvents()
[....\Runtime\Camera\Camera.cpp line 1208]
frustrum ...???
I don't know the answer to this, sorry, but 'frustum' from the docs is: "the near and far clip planes together with the planes defined by the field of view of the camera describe what is popularly known as the camera frustum. Unity ensures that when rendering your objects those which are completely outside of this frustum are not displayed."
There's an old topic on the forums about a similar error - http://forum.unity3d.com/viewtopic.php?t=7224 - but it looks like they didn't get to the bottom of it.
Thanks for the link I miss that one,it sounds a bit complicated. $$anonymous$$y problem is slightly different it appears when I press the button to animate my first person controller. I have to isolate the problem by simplifying the script and add a step each time. I will let you know when I find out.
Answer by alexnode · Apr 06, 2010 at 10:20 AM
It works now. The problem was, as I thought from the beginning, that I had negative values in my animation my lift was starting from y:0 going down to y:-8m and up to y:+16m. I think that some values of the the first person controller don't like to go negative when attached to an animated object.I just had to redo the animation starting from y:0 going up.
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