Search Issue Tracker
Not Reproducible
Votes
2
Found in [Package]
4.3.0
Issue ID
1111796
Regression
No
[BuiltIn] Transforming position with LocalToWorld while the input is in World space throws assertion errors
Repro steps:
1. Add the VFX to the Scene
2. Open the attached VFX asset.
3. Make sure the Position input of the Transform (Position) node is set to World
4. Plug LocalToWorld to the Transform input of Transform (Position).
5. Observe the console errors: Assertion failed on expression: 'lhs != rhs && lhs != res && rhs != res'
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Character spacing value is not applied when using a specific font asset
- [Android][IL2CPP] Player crashes on __memcpy_aarch64_simd+276 when invoking native code via a plugin on some ARM64 Android devices
- [Android]Resources fail to load when the AAB build contains a large Addressables Bundle
- System.UriFormatException is thrown when building the Localization "Preloading Screen Example" in WebGL
- Unity is loading internal version of SharpZipLib instead of local version
XochiInteractive
Aug 17, 2021 00:30
Anyone having this issue it's because you likely have a VFX in scene and are in HDRP, didn't notice this problem when I was running the project in URP. Anyways, open your VFX Graph and have teh VFX gameobject open in the graph. Then, on Update Particle add a Force node and have mode set to Absolute. Drag off the yellow Force circle and add a node called Change Space (Position) and have Target Space set to Local, leave the Vector 3 at all 0's. This should solve your issue, do it to each VFX prefab and you'll be set.
Mockarutan
Dec 01, 2020 15:14
I'm having the same issue in 2020.1.9f1 VFX Graph 9.0.0-preview.71.
key004
May 31, 2020 04:09
I see this same issue in 2019.3.14f except it's with the World To Local node.
KospY
May 13, 2020 19:11
Got the same issue on 2019.3.11!
ArcadeLove
Feb 27, 2020 18:49
This is still happening to me in VFX graph 7.1.8. and Unity 2019.3
I think the problem has something to do with the Local To World node because somethings just moving that node around triggers a re-compile of the graph and triggers the problem.
As already stated changing the Input in the Transform to Local fixes it, so if the bug starts while moving the node and the input is in Local in order to fix it you have to change it to Wolrd and then to Local again.