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Problem with Animator in 5.2 causing NaN data

Discussion in 'Animation' started by weeksy, Sep 9, 2015.

  1. weeksy

    weeksy

    Joined:
    Dec 9, 2013
    Posts:
    39
    Since updating to 5.2 we've been getting an intermittent problem where a node in the animation hierarchy would end up with NaN values (both positional and rotational).

    We tracked it down to the fact we switch the animator speed from 0 to 1 quite often as we have objects that only animate when unseen. This has never been a problem before.

    By changing the code so it instead uses enabled, the problem goes away. But this is not an ideal solution. Should this be entered as a bug? It also looks like it may have been happening pre 5.2 due to the following post.

    http://answers.unity3d.com/questions/1036735/lots-of-errors-using-speed-multiplier-in-animation.html
     
  2. weeksy

    weeksy

    Joined:
    Dec 9, 2013
    Posts:
    39
    Just an update to say this is confirmed with more testing. Going to and from anim speed 0 and 1 causes NaNs. But going to and from 0.000001 and 1 works fine.

    Anyone got any ideas?

    Thanks.
     
  3. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,760
    Yes. Bug.
    I submitted bug report.
    It is related to setting an animation speed to 0 a certain amount of time after the game starts.
    http://forum.unity3d.com/threads/un...eed-0-bug-like-the-stack-trace-option.353933/
     
    weeksy likes this.
  4. weeksy

    weeksy

    Joined:
    Dec 9, 2013
    Posts:
    39
  5. ZhavShaw

    ZhavShaw

    Joined:
    Aug 12, 2013
    Posts:
    168
    This is still an issue in 2018.3?