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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?
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.
For anyone looking for the answer here I answered this on another one of the thousand isFinite posts:
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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