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Unity 5.3.1f1 - Particle system errors - Invalid AABB result / IsFinite(d)

Discussion in 'Editor & General Support' started by gonzorob, Dec 18, 2015.

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  1. JaninaWoods

    JaninaWoods

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    Thanks for the update! I'll go back to 5.3.0 then
     
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  2. festival

    festival

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    Ok. fine. Fixed at least. Waiting for p1
     
  3. JamesArndt

    JamesArndt

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    Yep I just rolled back this morning, I simply cannot wait another day on development.
     
  4. clearrose

    clearrose

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    We are having this problem as well, I invested good money in the asset store and now all my particles are getting this error. This error is making the spawning system for the particles throw more errors because they can't preload properly.
     
  5. holliebuckets

    holliebuckets

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    @clearrose There are a couple of options for you listed here in the thread.
     
  6. TrevorStricker

    TrevorStricker

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    @MatthewW 's bandaid worked for me. My particles are spawned from a script, so I can have it auto-add that component upon creation. When the bug's fixed I'll just take it out.
     
  7. jasonyslai

    jasonyslai

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    Hi,
    i am start watching the "Space Shooter" tutorial so far.
    After downloading the asset(5.2) and follow the those steps of tutorial.

    Finally i meet this issue=(

    In this step(the link below)
    http://unity3d.com/learn/tutorials/projects/space-shooter/explosions?playlist=17147

    Seems passing the parameter of Quaternion to Instantiate would throw errors AABB.isdefine()

    Instantiate(explosion, transform.position, transform.rotation); //Error
    Instantiate(explosion, transform.position, Quaternion.identity);//No more AABB.isdefine()
     
  8. Alabatross

    Alabatross

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    Agh, got this too. Unplayable in the editor. Glad there is a fix

    Can you go from 5.3.1 back to 5.3 without breaking anything? Or is that considered a downgrade
     
  9. Firedan1176

    Firedan1176

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    Thank you, can't wait!
     
  10. Aras

    Aras

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    That should work fairly fine. Have backups / version control of everything of course, but I don't see why it would fail in any large ways.
     
  11. MinhDao

    MinhDao

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    Hi,

    I update to 5.3.1 because it fixed 5.3 performance regression in dynamic batching. (749690). Does version 5.2.4 have this issue? I want go back to 5.2.4
     
  12. Aras

    Aras

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    Not that I know of -- so yeah, go back to 5.2.4 if it's blocking you. The dynamic batching regression in 5.3.0 only happens on Androids as far as I can tell.
     
  13. ortin

    ortin

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    May be I have related issue.
    #756194
     
  14. Simoense

    Simoense

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    We have a large project that has been in the makes for a couple of years now.
    Since we updated to Unity 5.3.1f1, we started getting the same errors in several scenes.
    The one that caught our attention was "Invalid AABB", but it's always accompanied by things like 'IsFinite(d)'.

    We were able to track the source of the issue down to GameObjects that make use of the Particle System.

    I created a new project with a simple scene.
    In this scene I've placed 4 copies of the same gameobject and gave them distinctive colors to recognize them more easily. The Particle Systems in these object have the same values assigned as the one causing problems in our game.

    upload_2015-12-22_13-17-25.png
    The first GameObject is positioned at 0,0,0, has no rotation and has a Scale of 0,0,0.
    This one doesn't give any problems.

    upload_2015-12-22_13-21-56.png
    The second one has been moved along the z-axes and also doesn't give any problems.

    upload_2015-12-22_13-22-19.png
    The third one has been rotated, this one causes errors.

    upload_2015-12-22_13-22-47.png
    The fourth ons has been scaled up and doesn't cause any errors.

    So the problem seems to lie in rotating a GameObject that has a Particle System attached to it.
    When I create a new GameObject with a default Particle System and add rotation to the object, I don't get the same issues though.
    When changing the simulation space to 'world', I do get the errors.

    This is a snippet of the error log :
    upload_2015-12-22_13-24-43.png

    You can find the project here :
    http://www.simoenss.be/Unity/ParticleErrorTest.zip

    This issue is related to http://forum.unity3d.com/threads/un...errors-invalid-aabb-result-isfinite-d.374926/
     
  15. Simoense

    Simoense

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  16. screenname_taken

    screenname_taken

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    @Simoense I can honestly say that i love your avatar.
     
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  17. Baroni

    Baroni

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    Creating bug reports is done using the interal bug reporter tool in Unity, in the Help->Report a Bug menu. After that, post the bug number here so Unity employees can track it / escalate it further.

    https://unity3d.com/unity/qa/bug-reporting
     
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  18. Aurore

    Aurore

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    Thanks for reporting this, I'm merging it with the original thread to prevent duplicate topics. As far as I know this issue is now fixed and will be in 5.3.1p1
     
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  19. shkar-noori

    shkar-noori

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    PLEASE WE NEED Patch 1 before the holidays!
     
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  20. Aurore

    Aurore

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    I'm really sorry but it's super unlikely.

    Correction below but I'm keeping the puppy.

    ce4bdc3c09b968c2bddfd90d389a8061d1dea3f2c09b1c080bdff349df451916.jpg
     
    Last edited: Dec 22, 2015
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  21. Aurore

    Aurore

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    I retract that, apparently, tomorrow we hope.
     
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  22. Alabatross

    Alabatross

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    Our lord and savior of all things 2d and 3d
     
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  23. subzer0

    subzer0

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    I am getting the same errors. I hope it is fixed in 5.3.1p1 :D
     
  24. shkar-noori

    shkar-noori

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    well I found a very case-sensitive workaround until tomorrow :D
     
  25. holliebuckets

    holliebuckets

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    Between @Aurore and myself, you have UK and US time zones covered for the latest updates on bug fixes and patch releases over the holidays <3 I'll post here and to the 5.3 release thread when there is news. Watch for my new signature READ ME :)
     
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  26. minevr

    minevr

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    Bump~~ same error
     
  27. Simoense

    Simoense

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    Great! Thanks for the follow up;
     
  28. TruffelsAndOranges

    TruffelsAndOranges

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    Had this issue from 5.3.1 too. Really scared me because it was really hard pinning the error down: the error messages are not really helpful in finding where the error occurs. :) Glad a fix is on the way!
     
  29. ekoops

    ekoops

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    Same, hope the patch can be rushed through for release. In meantime we don't have much of an option but to go back to 5.3
     
  30. chloridrik

    chloridrik

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    Hi,

    I have the same issue with my game upgraded from Unity 5.3.0 to 5.3.1 f1 but I have more errors with my particle :

    Invalid AABB a
    IsFinite(outDistanceForSort)
    IsFinite(outDistanceAlongView)

    best regards,
    Jeremie.
     
  31. Aras

    Aras

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    Yes, that's the same bug that this thread is about; should be fixed in 5.3.1p1. Some code as a possible optimization was setting up bounding boxes of empty particle systems to "very large coordinates", and then depending on transforms the particle system is using, that results in infinity/not-a-number bounds which result in these cascading assert messages.
     
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  32. superpig

    superpig

    Drink more water! Unity Technologies

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    5.3.1p1 is now available and includes a fix for the particle error spam issue.

    As always with patch releases, remember that QA has not done a general pass over the build, they have only confirmed that the specific bugs in the release notes are fixed. So, please adjust your expectations accordingly...
     
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  33. JamesArndt

    JamesArndt

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    I just did it yesterday for a project I'm working on, nothing broke. I kept a zipped up backup in reserve just in case.
     
  34. TruffelsAndOranges

    TruffelsAndOranges

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    Wohoo! Downloading as "we speak". :)
    Will write when I've tested it.
     
  35. TruffelsAndOranges

    TruffelsAndOranges

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    Don't know why, but my game just hangs with the 5.3.1p1 when trying to play a scene. No error messages or anything.

    [Edit]
    Seems to work now after restarting the editor.

    The bug seems to be gone too! Great job Unity devs. <3 And merry christmas. :)
     
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  36. ds44

    ds44

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    The bug with aabb messages was fixed for me too. But I have another issue, maybe worth checking.

    When using particles with simulation space set to local, I "loose" particles/don't see them anymore, after few start(), stop() operations (I use self-made particle pool class, to reuse same particle effects, without having to use instantiate. The gameobj with particle systems are never destroyed, just re-positioned/rotated and ordered to play()).

    If I set simulation space to world, everything works. Also, everything (local or world) worked in previous versions (versions less than 5.3).

    Current workaround for me is:
    1) to turn on Sub Emitters (even if I don't set any parameters, everything is set to none). Then the particle system works with simulation space set to local.
    2) to use world space simulation

    In both cases, the info icon shows that auto culling is disabled. So, perhaps there is a bug with aabb culling, when different simulation space is used... and particle systems are not fully reseted.
     
  37. Aras

    Aras

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    Bug report please!
     
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  38. burrpuzzle

    burrpuzzle

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    I was facing the same issue with 5.3.1f1 and I can confirm 5.3.1p1 works wonders! Thank you for the quick response.
     
  39. Alabatross

    Alabatross

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  40. superpig

    superpig

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    This looks like a different (albeit related) issue. We're going to need a fresh report with a repro project, I think.
     
  41. Alabatross

    Alabatross

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    The stack points to Render() on a reflection camera for an ocean system I didn't write (but was working fine in 5.3), I'll see what I can do
     
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  42. Compressed

    Compressed

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    I have exactly the same problem.
     
  43. screenname_taken

    screenname_taken

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    @Aras Indeed, i also got that with 5.3.1 (even before patch 1) but i thought it was the same issue as with the AABB thing.
    I need to set some particle systems on world space to have the play more than once when they are fired through scripting.
     
  44. karl_jones

    karl_jones

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    Try displaying the AABB box using OnDrawGizmos. See if anything looks strange.
     
  45. xGeorgeV

    xGeorgeV

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    Problem fixed with Unity 5.3.1p1 patch. Thanks.
     
    Last edited: Dec 23, 2015
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  46. shkar-noori

    shkar-noori

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  47. defic

    defic

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    fixed invalid aabb for me, but now I am crashing on iOS build. Doesn't happen on editor. 5.3.0 is working.

    from xcode debug:

    development(372,0x19f635000) malloc: *** error for object 0x10ead1020: pointer being freed was not allocated
    *** set a breakpoint in malloc_error_break to debug

    and points to line:

    inline void il2cpp_codegen_marshal_free(void* ptr)
    {
    il2cpp::vm::platformInvoke::MarshalFree(ptr);
    }
     
  48. Aras

    Aras

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    This post is highly unlikely to be actually found by il2cpp or iOS folks -- they typically don't search for il2cpp bugs in threads titled "particle system errors, invalid AABB" :) File a bug report please!
     
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  49. elias_t

    elias_t

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    Albatross, this has something to do with the old error "Screen position out of view frustum" when creating the render texture (derivative from the water4 plane reflection script). I am investigating this myself but with no results till now.

    Searching for it I have found that it persists along many unity versions...
     
  50. Alabatross

    Alabatross

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    Got it! I recreated it with water4 and a particle system :)

    Case 756786

     
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