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What causes error !sh->m_AABB.IsValid()?
Hello world!
I am getting this annoying error assert in editor: !sh->m_AABB.IsValid() each time I try to set local position, scale or rotation in my persistency code. Does anyone know how to fix this or work around this problem? Thanks a bunch.
That looks like a Unity bug. $$anonymous$$aybe wait a few more hours to see if any one has a solution to this. If no one gives you a proper answer, I suggest you send a bug report to Unity. By the way, is Unity also crashing when giving this error?
No, it doesn't crash but it spams the console with hundreds of errors. It seems to emit this error if I am setting position etc on objects that just have been set to active or something. By the way, this was introduced in Unity 2.6. Prior to that, code worked.
Does the code seem to run the same in 2.6 but with the asserts? Or is the code actually broken now?
As far as I can tell, it seems to function like it did. The only extra salt and peppers are the console spam.
Answer by Andy Korth · May 12, 2010 at 05:25 PM
A related message with a very nice description is here: http://answers.unity3d.com/questions/3554/what-does-slot-getlocalaabb-isvalid-mean
If you are getting these errors while you are setting up transforms, check to make sure your objects don't have a crazy scale (0 or huge numbers).
Answer by Murcho · Nov 25, 2009 at 10:28 PM
I have this error when working with particle emitters that have small particles with very low lifetimes. It is a current open bug with Unity, you can check it's progress here.
If you are experiencing this bug under other conditions, you should lodge a bug report with Unity to help remove the error.
It seems I have to login to that site to see the progress. I'll look into registering later.
Answer by Alex Schwartz · Dec 06, 2009 at 06:54 AM
I was getting the same error from an emitter in my scene. I realized I was setting the world velocity of the emitter externally and was arriving at a Nan value by accidental division by 0. This caused the error that is described above.
Btw, how do we register for FogBugs?
-Alex
It seems that I do have particles involved when this error happens. Thanks, this helps narrowing down the issue!