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Question by Tobias · Mar 21, 2010 at 02:19 PM · errorbugaabb-isvalid

Many !IsFinite errors

Since today, I get many

!node->m_AABB.IsValid() !ss->GetLocalAABB().IsValid() !IsFinite(outDistanceForSort) !IsFinite(outDistanceAlongView)

Errors.

How to solve them?

I get them when I click into the scene view or when starting a game

Thanks

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Answer by qJake · Mar 22, 2010 at 05:30 AM

This is most likely a Unity bug (especially when C++ code starts appearing in the Log window like that). You should file a bug report (Help > Report a problem). Be sure to include as much detail as possible, like what you were working on and the specific error message in its entirety.

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avatar image Tobias · Mar 22, 2010 at 04:55 PM 0
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ok thanks, I was just using Javascript but ok :)

does this error slow down the game?

avatar image qJake · Mar 22, 2010 at 09:13 PM 0
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It depends on a lot of factors, but on average, no, it doesn't affeect game performance.

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Answer by naro · May 12, 2011 at 08:20 AM

In my case I found out that there was a vertex with all of it's component as {NaN, NaN, NaN} - not a value.

It was because of this:
Vector3 p = Vector3.Lerp(p0, p1, (float)i/(iters-1));

where iters happened to be 1 sometimes which makes it division by zero

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avatar image OdinesRunes · Jan 02, 2016 at 11:03 PM 0
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division by zero was my issue also. Except $$anonymous$$e was within a Color.Lerp method.

fixed it by not allowing a divide by zero spriteRenderer.color = Color.Lerp ( startingColor, Color.white, (damage / ((compareStrength == 0) ? .00001f : compareStrength)) );

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Answer by guoyuan · Mar 24, 2014 at 07:30 AM

I know what happend,my code describe the toolbar scale,when the value is something illegal ,it will be "!IsFinite(outDistanceForSort)" ,like a/b ,the b=0;

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Answer by FuzzyQuills · Apr 04, 2014 at 03:29 AM

Another thing i will add: if one of your animations are looping the same frame, this can cause the errors. drove me nuts for a couple of mins trying to turn it off!

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Answer by Escapade · Aug 08, 2015 at 12:23 PM

Just throwing in my two cents, I had this issue when using a blender object I imported that had leftover blendshapes (Shape Keys in blender terms) from another model I converted it from. Just in case this helps anyone else!

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