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Question by Srimasis · Dec 19, 2015 at 09:11 AM · erroraabb-isvalid

Instantiating prefab gives isfinite error

My project was running good in unity 5.2 . But after upgrading to 5.3.1 whenever I instantiate a prefab it throws me 'aabb' 'isfinite' errors which I had never seen before. Please help..alt text

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avatar image Srimasis · Dec 19, 2015 at 09:14 AM 0
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And it reduces game performance to snail speed

avatar image gabe87hun · Dec 19, 2015 at 12:17 PM 0
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I have the same issue. It occurs with the standard assets/vehicles "car" prefab. It looks like it runs nicely, but the console is spammed, and I also see some performance decrease. I can reproduce this with an empty project also, containing only a terrain and the car.

avatar image Srimasis · Dec 19, 2015 at 01:41 PM 0
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I guess its a serious unity bug and the problem doesn't occur when I build my game and run it. However problem still persists when running the game through unity editor.

avatar image troien · Dec 19, 2015 at 02:58 PM 0
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I have had similar problems before. For me it happened when 'something' had any of it's transform values in the inspector set to infinity or NaN. And for me replacing that thing with a new (identical) one while destroying the old fixed it for me... I believe it was a prefab that had a corrupted scale value, but not sure... Has been a while :p

avatar image _dns_ · Dec 19, 2015 at 04:51 PM 0
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Hi, I had this kind of error due to a LineRenderer component: it was half initialized by calling SetVertexCount but no real values were set for those vertices. Then, unity was giving some random float values for the vertices (maybe some uninitialized buffers on C++ size) and it was causing this ".IsFinite()" errors. I properly initialized vertices positions and it fixed the problem.

I guess somewhere in the renderer or physics engine there are AABB (axis aligned bounding boxed) that are computed and it can sometimes fail if the float/vectors values are wrong.

I would check everything that could have a wrong bounding box: procedural mesh, sprites etc... Anything that has a renderer component or some physics volumes. $$anonymous$$aybe force a re-import of some resources to be sure everything is initialized. Also, I spotted the problem by disabling objects 1 by 1 in my scene until the error spam stopped, to narrow down to the problematic objects.

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Answer by Jeebumm · Dec 19, 2015 at 09:47 PM

But it's Unity 5.3.1 bug for sure. Everything worked fine in 4.6.x, 5.2.x and when I switched to newest one it happened. For me it's particle system causing it - 2 identical parameters - one is fine the other gives errors.

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avatar image gabe87hun · Dec 20, 2015 at 08:59 AM 0
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That's my opinion too. This occurred only after upgrading. It occurs with the standard assets prefabs, without touching anything.

avatar image Stephen_O · Dec 20, 2015 at 09:46 PM 0
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I was fine in 5.3.0 but in 5.3.1 this is spam$$anonymous$$g console when loading scenes through UNet HLAPI. Once I move the player the warnings stop but if I select a canvas object that was not destroyed on load from lobby they start again.

Looks like it's been noted and is in regression http://issuetracker.unity3d.com/issues/errors-about-invalid-aabb-result-appear-in-console-while-running-a-scene .

Waiting for 5.3.2

avatar image gabe87hun Stephen_O · Dec 21, 2015 at 07:13 AM 0
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Thanks, I have voted on it.

avatar image Jeebumm · Dec 27, 2015 at 06:56 AM 0
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It says that it's fixed in a the new patch release but I switch back to 5.2.3 so I didn't check it yet

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Answer by danieltdf · Dec 19, 2015 at 10:28 PM

In my case the problem was a particle system! Odd thing is that it worked just fine in previous versions.. I´ve got a particle system child of my main player and the problem appears when I use "World" in Simulation Space instead of "Local" ... too bad I need the world simulation space for my particles to get affected by forces applied to the player :(

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avatar image joelbelo · Dec 20, 2015 at 03:00 PM 1
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Im still having the same error. When i instantiate a player with a particle system, if the particle system is World it gives the error. If it's local it works fine.

avatar image idurvesh · Jan 24, 2016 at 10:33 AM 0
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Yes setting it to local do solves problem

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Answer by VladisEvdokim · Dec 19, 2015 at 11:19 AM

Check prefabs empty objects. I solved this problem

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avatar image danieltdf · Dec 19, 2015 at 03:32 PM 0
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Could you be more specific? What should I look for in my prefabs?

avatar image VladisEvdokim · Dec 20, 2015 at 09:54 PM 0
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Sorry for the misinformation. Look at Particle

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Answer by Haerius · Dec 26, 2015 at 02:02 AM

In my case it was also a particle system causing the bug. It is funny, because it was their explosion particle system from the standard assets.

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Answer by AppBite · Dec 27, 2015 at 01:39 AM

I'm getting this with the FX Mega Pack particle effects specifically the 'Toon' ones. As mentioned above, but a little burried, simply changing this one thing fixed it right up.

Particle System
Simulation Space: World --> Local

This wasn't happening with Unity 5.1 but I upgraded tonight to v.5.3.1f1 and the problem started.

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