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Question by Blaize_J · Aug 11, 2021 at 09:44 PM · cameracharacter controller

My player and camera are being set to crazy values like "-infnity"

I've been on and off trying to figure this out for months

alt text

alt text

 // Update is called once per frame
 void Update() {
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
     if(isGrounded && velocity.y < 0) {
         controller.slopeLimit = 45.0f;
         velocity.y = -2f;
     }
 
     if ((controller.collisionFlags & CollisionFlags.Above) != 0) {
         velocity.y = -2f;
     }
 
     float horizontal = Input.GetAxisRaw("Horizontal");
     float vertical = Input.GetAxisRaw("Vertical");
     Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
 
     // Player gravity
     velocity.y += gravity * Time.deltaTime;
     controller.Move(velocity * Time.deltaTime);
 
     if(direction.magnitude >= 0.1f) {
         // Get angle from 0 to the direction of the player to make the player turn, as well as adding rotation from the camera
         float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
         // Smooth the rotation
         float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
         // If not facing 0,0,0 (this should solve a crash)
         if (direction != Vector3.zero) {
             // Apply rotation
             transform.rotation = Quaternion.Euler(0f, angle, 0f);
         }
 
         // Move taking account of camera rotation
         Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
 
         // Move normally or Run
         if (!Input.GetKey(KeyCode.LeftShift)) {
             controller.Move(moveDir.normalized * speed * Time.deltaTime);
             squirrelAnimator.speed = 1.0f;
 
             // Stop running particles
             runParticles.Stop();
         } else if (currentStamina > 0) {
             controller.Move(moveDir.normalized * speed * Time.deltaTime * runMultiplier);
             squirrelAnimator.speed = 1.5f;
 
             if (showSprintEffect) {
                 // Play running particles
                 runParticles.Play();
             }
 
             // If not set to infinite stamina in the editor
             if (!infiniteStamina) {
             // Show and spend stamina
             staminaBarUI.SetActive(true);
             UseStamina();
             } else {
                 Debug.Log("INFINITE STAMINA MODE.");
             }
         } else if (currentStamina <= 0) {
             controller.Move(moveDir.normalized * speed * Time.deltaTime);
             squirrelAnimator.speed = 1.0f;
 
             // Stop running particles
             runParticles.Stop();
         }
 
         // Play walk animation
         squirrelAnimator.SetBool("IsWalking", true);
 
         // Reset bored time
         timeSinceLastBored = 0;
     } else {
         // Play idle animation
         squirrelAnimator.SetBool("IsWalking", false);
 
         // Play bored animation if bored
         timeSinceLastBored += Time.deltaTime;
         if (timeSinceLastBored >= timeToGetBored) {
             squirrelAnimator.SetTrigger("Bored");
             timeSinceLastBored = 0;
         }
     }
  }

Some of the lines in question for the errors shown in the first screenshot are:

 controller.Move(velocity * Time.deltaTime);
 controller.Move(moveDir.normalized * speed * Time.deltaTime);
 controller.Move(moveDir.normalized * speed * Time.deltaTime * runMultiplier);

The second screenshot is complaining about the cinimachine camera on the player being nan because the values are too high or something.

unknown-2.png (110.4 kB)
unknown.png (263.7 kB)
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